crypt32: Implement CryptBinaryToStringW(HEXRAW).
[wine.git] / dlls / wined3d / state.c
bloba4d88e1bfc104e29eb2334db31eccc65e87ed881
1 /*
2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "config.h"
29 #include "wine/port.h"
31 #include <stdio.h>
32 #ifdef HAVE_FLOAT_H
33 # include <float.h>
34 #endif
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
40 ULONG CDECL wined3d_blend_state_incref(struct wined3d_blend_state *state)
42 ULONG refcount = InterlockedIncrement(&state->refcount);
44 TRACE("%p increasing refcount to %u.\n", state, refcount);
46 return refcount;
49 static void wined3d_blend_state_destroy_object(void *object)
51 heap_free(object);
54 ULONG CDECL wined3d_blend_state_decref(struct wined3d_blend_state *state)
56 ULONG refcount = InterlockedDecrement(&state->refcount);
57 struct wined3d_device *device = state->device;
59 TRACE("%p decreasing refcount to %u.\n", state, refcount);
61 if (!refcount)
63 state->parent_ops->wined3d_object_destroyed(state->parent);
64 wined3d_cs_destroy_object(device->cs, wined3d_blend_state_destroy_object, state);
67 return refcount;
70 void * CDECL wined3d_blend_state_get_parent(const struct wined3d_blend_state *state)
72 TRACE("state %p.\n", state);
74 return state->parent;
77 HRESULT CDECL wined3d_blend_state_create(struct wined3d_device *device,
78 const struct wined3d_blend_state_desc *desc, void *parent,
79 const struct wined3d_parent_ops *parent_ops, struct wined3d_blend_state **state)
81 struct wined3d_blend_state *object;
83 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
84 device, desc, parent, parent_ops, state);
86 if (!(object = heap_alloc_zero(sizeof(*object))))
87 return E_OUTOFMEMORY;
89 object->refcount = 1;
90 object->desc = *desc;
91 object->parent = parent;
92 object->parent_ops = parent_ops;
93 object->device = device;
95 TRACE("Created blend state %p.\n", object);
96 *state = object;
98 return WINED3D_OK;
101 ULONG CDECL wined3d_rasterizer_state_incref(struct wined3d_rasterizer_state *state)
103 ULONG refcount = InterlockedIncrement(&state->refcount);
105 TRACE("%p increasing refcount to %u.\n", state, refcount);
107 return refcount;
110 static void wined3d_rasterizer_state_destroy_object(void *object)
112 heap_free(object);
115 ULONG CDECL wined3d_rasterizer_state_decref(struct wined3d_rasterizer_state *state)
117 ULONG refcount = InterlockedDecrement(&state->refcount);
118 struct wined3d_device *device = state->device;
120 TRACE("%p decreasing refcount to %u.\n", state, refcount);
122 if (!refcount)
124 state->parent_ops->wined3d_object_destroyed(state->parent);
125 wined3d_cs_destroy_object(device->cs, wined3d_rasterizer_state_destroy_object, state);
128 return refcount;
131 void * CDECL wined3d_rasterizer_state_get_parent(const struct wined3d_rasterizer_state *state)
133 TRACE("rasterizer_state %p.\n", state);
135 return state->parent;
138 HRESULT CDECL wined3d_rasterizer_state_create(struct wined3d_device *device,
139 const struct wined3d_rasterizer_state_desc *desc, void *parent,
140 const struct wined3d_parent_ops *parent_ops, struct wined3d_rasterizer_state **state)
142 struct wined3d_rasterizer_state *object;
144 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
145 device, desc, parent, parent_ops, state);
147 if (!(object = heap_alloc_zero(sizeof(*object))))
148 return E_OUTOFMEMORY;
150 object->refcount = 1;
151 object->desc = *desc;
152 object->parent = parent;
153 object->parent_ops = parent_ops;
154 object->device = device;
156 TRACE("Created rasterizer state %p.\n", object);
157 *state = object;
159 return WINED3D_OK;
162 /* Context activation for state handler is done by the caller. */
164 static void state_undefined(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
166 ERR("Undefined state %s (%#x).\n", debug_d3dstate(state_id), state_id);
169 void state_nop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
171 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id));
174 static void state_fillmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
176 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
177 enum wined3d_fill_mode mode = state->render_states[WINED3D_RS_FILLMODE];
179 switch (mode)
181 case WINED3D_FILL_POINT:
182 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
183 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
184 break;
185 case WINED3D_FILL_WIREFRAME:
186 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
187 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
188 break;
189 case WINED3D_FILL_SOLID:
190 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
191 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
192 break;
193 default:
194 FIXME("Unrecognized fill mode %#x.\n", mode);
198 static void state_lighting(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
200 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
202 /* Lighting is not enabled if transformed vertices are drawn, but lighting
203 * does not affect the stream sources, so it is not grouped for
204 * performance reasons. This state reads the decoded vertex declaration,
205 * so if it is dirty don't do anything. The vertex declaration applying
206 * function calls this function for updating. */
207 if (isStateDirty(context, STATE_VDECL))
208 return;
210 if (state->render_states[WINED3D_RS_LIGHTING]
211 && !context->stream_info.position_transformed)
213 gl_info->gl_ops.gl.p_glEnable(GL_LIGHTING);
214 checkGLcall("glEnable GL_LIGHTING");
216 else
218 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
219 checkGLcall("glDisable GL_LIGHTING");
223 static void state_zenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
225 enum wined3d_depth_buffer_type zenable = state->render_states[WINED3D_RS_ZENABLE];
226 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
228 /* No z test without depth stencil buffers */
229 if (!state->fb->depth_stencil)
231 TRACE("No Z buffer - disabling depth test\n");
232 zenable = WINED3D_ZB_FALSE;
235 switch (zenable)
237 case WINED3D_ZB_FALSE:
238 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
239 checkGLcall("glDisable GL_DEPTH_TEST");
240 break;
241 case WINED3D_ZB_TRUE:
242 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
243 checkGLcall("glEnable GL_DEPTH_TEST");
244 break;
245 case WINED3D_ZB_USEW:
246 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
247 checkGLcall("glEnable GL_DEPTH_TEST");
248 FIXME("W buffer is not well handled\n");
249 break;
250 default:
251 FIXME("Unrecognized depth buffer type %#x.\n", zenable);
252 break;
255 if (context->last_was_rhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
256 context_apply_state(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
259 static void state_cullmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
261 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
263 /* glFrontFace() is set in context.c at context init and on an
264 * offscreen / onscreen rendering switch. */
265 switch (state->render_states[WINED3D_RS_CULLMODE])
267 case WINED3D_CULL_NONE:
268 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
269 checkGLcall("glDisable GL_CULL_FACE");
270 break;
271 case WINED3D_CULL_FRONT:
272 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
273 checkGLcall("glEnable GL_CULL_FACE");
274 gl_info->gl_ops.gl.p_glCullFace(GL_FRONT);
275 checkGLcall("glCullFace(GL_FRONT)");
276 break;
277 case WINED3D_CULL_BACK:
278 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
279 checkGLcall("glEnable GL_CULL_FACE");
280 gl_info->gl_ops.gl.p_glCullFace(GL_BACK);
281 checkGLcall("glCullFace(GL_BACK)");
282 break;
283 default:
284 FIXME("Unrecognized cull mode %#x.\n",
285 state->render_states[WINED3D_RS_CULLMODE]);
289 void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
291 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
293 switch (state->render_states[WINED3D_RS_SHADEMODE])
295 case WINED3D_SHADE_FLAT:
296 gl_info->gl_ops.gl.p_glShadeModel(GL_FLAT);
297 checkGLcall("glShadeModel(GL_FLAT)");
298 break;
299 case WINED3D_SHADE_GOURAUD:
300 /* WINED3D_SHADE_PHONG in practice is the same as WINED3D_SHADE_GOURAUD
301 * in D3D. */
302 case WINED3D_SHADE_PHONG:
303 gl_info->gl_ops.gl.p_glShadeModel(GL_SMOOTH);
304 checkGLcall("glShadeModel(GL_SMOOTH)");
305 break;
306 default:
307 FIXME("Unrecognized shade mode %#x.\n",
308 state->render_states[WINED3D_RS_SHADEMODE]);
312 static void state_ditherenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
314 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
316 if (state->render_states[WINED3D_RS_DITHERENABLE])
318 gl_info->gl_ops.gl.p_glEnable(GL_DITHER);
319 checkGLcall("glEnable GL_DITHER");
321 else
323 gl_info->gl_ops.gl.p_glDisable(GL_DITHER);
324 checkGLcall("glDisable GL_DITHER");
328 static void state_zwriteenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
330 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
332 if (state->render_states[WINED3D_RS_ZWRITEENABLE])
334 gl_info->gl_ops.gl.p_glDepthMask(1);
335 checkGLcall("glDepthMask(1)");
337 else
339 gl_info->gl_ops.gl.p_glDepthMask(0);
340 checkGLcall("glDepthMask(0)");
344 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f)
346 switch (f)
348 case WINED3D_CMP_NEVER:
349 return GL_NEVER;
350 case WINED3D_CMP_LESS:
351 return GL_LESS;
352 case WINED3D_CMP_EQUAL:
353 return GL_EQUAL;
354 case WINED3D_CMP_LESSEQUAL:
355 return GL_LEQUAL;
356 case WINED3D_CMP_GREATER:
357 return GL_GREATER;
358 case WINED3D_CMP_NOTEQUAL:
359 return GL_NOTEQUAL;
360 case WINED3D_CMP_GREATEREQUAL:
361 return GL_GEQUAL;
362 case WINED3D_CMP_ALWAYS:
363 return GL_ALWAYS;
364 default:
365 if (!f)
366 WARN("Unrecognized compare function %#x.\n", f);
367 else
368 FIXME("Unrecognized compare function %#x.\n", f);
369 return GL_NONE;
373 static void state_zfunc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
375 GLenum depth_func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ZFUNC]);
376 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
378 if (!depth_func) return;
380 gl_info->gl_ops.gl.p_glDepthFunc(depth_func);
381 checkGLcall("glDepthFunc");
384 static void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
386 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
387 struct wined3d_color color;
389 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_AMBIENT]);
390 TRACE("Setting ambient to %s.\n", debug_color(&color));
391 gl_info->gl_ops.gl.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT, &color.r);
392 checkGLcall("glLightModel for MODEL_AMBIENT");
395 static void state_blendop_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
397 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
400 static GLenum gl_blend_op(const struct wined3d_gl_info *gl_info, enum wined3d_blend_op op)
402 switch (op)
404 case WINED3D_BLEND_OP_ADD:
405 return GL_FUNC_ADD;
406 case WINED3D_BLEND_OP_SUBTRACT:
407 return gl_info->supported[EXT_BLEND_SUBTRACT] ? GL_FUNC_SUBTRACT : GL_FUNC_ADD;
408 case WINED3D_BLEND_OP_REVSUBTRACT:
409 return gl_info->supported[EXT_BLEND_SUBTRACT] ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
410 case WINED3D_BLEND_OP_MIN:
411 return gl_info->supported[EXT_BLEND_MINMAX] ? GL_MIN : GL_FUNC_ADD;
412 case WINED3D_BLEND_OP_MAX:
413 return gl_info->supported[EXT_BLEND_MINMAX] ? GL_MAX : GL_FUNC_ADD;
414 default:
415 if (!op)
416 WARN("Unhandled blend op %#x.\n", op);
417 else
418 FIXME("Unhandled blend op %#x.\n", op);
419 return GL_FUNC_ADD;
423 static void state_blendop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
425 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
426 GLenum blend_equation_alpha = GL_FUNC_ADD_EXT;
427 GLenum blend_equation = GL_FUNC_ADD_EXT;
429 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
430 if (state->render_states[WINED3D_RS_BLENDOPALPHA]
431 && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
433 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparate.\n");
434 return;
437 blend_equation = gl_blend_op(gl_info, state->render_states[WINED3D_RS_BLENDOP]);
438 blend_equation_alpha = gl_blend_op(gl_info, state->render_states[WINED3D_RS_BLENDOPALPHA]);
439 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation, blend_equation_alpha);
441 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
443 GL_EXTCALL(glBlendEquationSeparate(blend_equation, blend_equation_alpha));
444 checkGLcall("glBlendEquationSeparate");
446 else
448 GL_EXTCALL(glBlendEquation(blend_equation));
449 checkGLcall("glBlendEquation");
453 static GLenum gl_blend_factor(enum wined3d_blend factor, const struct wined3d_format *dst_format)
455 switch (factor)
457 case WINED3D_BLEND_ZERO:
458 return GL_ZERO;
459 case WINED3D_BLEND_ONE:
460 return GL_ONE;
461 case WINED3D_BLEND_SRCCOLOR:
462 return GL_SRC_COLOR;
463 case WINED3D_BLEND_INVSRCCOLOR:
464 return GL_ONE_MINUS_SRC_COLOR;
465 case WINED3D_BLEND_SRCALPHA:
466 return GL_SRC_ALPHA;
467 case WINED3D_BLEND_INVSRCALPHA:
468 return GL_ONE_MINUS_SRC_ALPHA;
469 case WINED3D_BLEND_DESTCOLOR:
470 return GL_DST_COLOR;
471 case WINED3D_BLEND_INVDESTCOLOR:
472 return GL_ONE_MINUS_DST_COLOR;
473 /* To compensate for the lack of format switching with backbuffer
474 * offscreen rendering, and with onscreen rendering, we modify the
475 * alpha test parameters for (INV)DESTALPHA if the render target
476 * doesn't support alpha blending. A nonexistent alpha channel
477 * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
478 * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
479 case WINED3D_BLEND_DESTALPHA:
480 return dst_format->alpha_size ? GL_DST_ALPHA : GL_ONE;
481 case WINED3D_BLEND_INVDESTALPHA:
482 return dst_format->alpha_size ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
483 case WINED3D_BLEND_SRCALPHASAT:
484 return GL_SRC_ALPHA_SATURATE;
485 case WINED3D_BLEND_BLENDFACTOR:
486 return GL_CONSTANT_COLOR_EXT;
487 case WINED3D_BLEND_INVBLENDFACTOR:
488 return GL_ONE_MINUS_CONSTANT_COLOR_EXT;
489 case WINED3D_BLEND_SRC1COLOR:
490 return GL_SRC1_COLOR;
491 case WINED3D_BLEND_INVSRC1COLOR:
492 return GL_ONE_MINUS_SRC1_COLOR;
493 case WINED3D_BLEND_SRC1ALPHA:
494 return GL_SRC1_ALPHA;
495 case WINED3D_BLEND_INVSRC1ALPHA:
496 return GL_ONE_MINUS_SRC1_ALPHA;
497 default:
498 if (!factor)
499 WARN("Unhandled blend factor %#x.\n", factor);
500 else
501 FIXME("Unhandled blend factor %#x.\n", factor);
502 return GL_NONE;
506 static void gl_blend_from_d3d(GLenum *src_blend, GLenum *dst_blend,
507 enum wined3d_blend d3d_src_blend, enum wined3d_blend d3d_dst_blend,
508 const struct wined3d_format *rt_format)
510 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
511 * source blending values which are still valid up to d3d9. They should
512 * not occur as dest blend values. */
513 if (d3d_src_blend == WINED3D_BLEND_BOTHSRCALPHA)
515 *src_blend = GL_SRC_ALPHA;
516 *dst_blend = GL_ONE_MINUS_SRC_ALPHA;
518 else if (d3d_src_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
520 *src_blend = GL_ONE_MINUS_SRC_ALPHA;
521 *dst_blend = GL_SRC_ALPHA;
523 else
525 *src_blend = gl_blend_factor(d3d_src_blend, rt_format);
526 *dst_blend = gl_blend_factor(d3d_dst_blend, rt_format);
530 static void state_blend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
532 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
533 const struct wined3d_format *rt_format;
534 GLenum src_blend, dst_blend;
535 unsigned int rt_fmt_flags;
536 BOOL enable_blend;
538 enable_blend = state->fb->render_targets[0] && state->render_states[WINED3D_RS_ALPHABLENDENABLE];
539 if (enable_blend)
541 rt_format = state->fb->render_targets[0]->format;
542 rt_fmt_flags = state->fb->render_targets[0]->format_flags;
544 /* Disable blending in all cases even without pixelshaders.
545 * With blending on we could face a big performance penalty.
546 * The d3d9 visual test confirms the behavior. */
547 if (context->render_offscreen && !(rt_fmt_flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
548 enable_blend = FALSE;
551 if (!enable_blend)
553 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
554 checkGLcall("glDisable(GL_BLEND)");
555 return;
558 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
559 checkGLcall("glEnable(GL_BLEND)");
561 gl_blend_from_d3d(&src_blend, &dst_blend,
562 state->render_states[WINED3D_RS_SRCBLEND],
563 state->render_states[WINED3D_RS_DESTBLEND], rt_format);
565 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
566 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_BLENDOP)))
567 state_blendop(context, state, STATE_RENDER(WINED3D_RS_BLENDOPALPHA));
569 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
571 GLenum src_blend_alpha, dst_blend_alpha;
573 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
574 if (!gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
576 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparate.\n");
577 return;
580 gl_blend_from_d3d(&src_blend_alpha, &dst_blend_alpha,
581 state->render_states[WINED3D_RS_SRCBLENDALPHA],
582 state->render_states[WINED3D_RS_DESTBLENDALPHA], rt_format);
584 GL_EXTCALL(glBlendFuncSeparate(src_blend, dst_blend, src_blend_alpha, dst_blend_alpha));
585 checkGLcall("glBlendFuncSeparate");
587 else
589 TRACE("glBlendFunc src=%x, dst=%x.\n", src_blend, dst_blend);
590 gl_info->gl_ops.gl.p_glBlendFunc(src_blend, dst_blend);
591 checkGLcall("glBlendFunc");
594 /* Colorkey fixup for stage 0 alphaop depends on
595 * WINED3D_RS_ALPHABLENDENABLE state, so it may need updating. */
596 if (state->render_states[WINED3D_RS_COLORKEYENABLE])
597 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
600 static void state_blend_factor_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
602 WARN("Unsupported in local OpenGL implementation: glBlendColor.\n");
605 static void state_blend_factor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
607 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
608 const struct wined3d_color *factor = &state->blend_factor;
610 TRACE("Setting blend factor to %s.\n", debug_color(factor));
612 GL_EXTCALL(glBlendColor(factor->r, factor->g, factor->b, factor->a));
613 checkGLcall("glBlendColor");
616 static void state_blend_object(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
618 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
619 BOOL alpha_to_coverage = FALSE;
621 if (!gl_info->supported[ARB_MULTISAMPLE])
622 return;
624 if (state->blend_state)
626 struct wined3d_blend_state_desc *desc = &state->blend_state->desc;
627 alpha_to_coverage = desc->alpha_to_coverage;
630 if (alpha_to_coverage)
631 gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
632 else
633 gl_info->gl_ops.gl.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
635 checkGLcall("blend state");
638 void state_alpha_test(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
640 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
641 int glParm = 0;
642 float ref;
643 BOOL enable_ckey = FALSE;
645 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
647 /* Find out if the texture on the first stage has a ckey set. The alpha
648 * state func reads the texture settings, even though alpha and texture
649 * are not grouped together. This is to avoid making a huge alpha +
650 * texture + texture stage + ckey block due to the hardly used
651 * WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture
652 * function will call alpha in case it finds some texture + colorkeyenable
653 * combination which needs extra care. */
654 if (state->textures[0] && (state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
655 enable_ckey = TRUE;
657 if (enable_ckey || context->last_was_ckey)
658 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
659 context->last_was_ckey = enable_ckey;
661 if (state->render_states[WINED3D_RS_ALPHATESTENABLE]
662 || (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey))
664 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
665 checkGLcall("glEnable GL_ALPHA_TEST");
667 else
669 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
670 checkGLcall("glDisable GL_ALPHA_TEST");
671 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
672 * enable call
674 return;
677 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey)
679 glParm = GL_NOTEQUAL;
680 ref = 0.0f;
682 else
684 ref = wined3d_alpha_ref(state);
685 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
687 if (glParm)
689 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
690 checkGLcall("glAlphaFunc");
694 void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
696 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
697 uint32_t enable_mask;
699 if (use_vs(state) && !context->d3d_info->vs_clipping)
701 static BOOL warned;
703 /* The OpenGL spec says that clipping planes are disabled when using
704 * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
705 * driver keeps clipping planes activated with shaders in some
706 * conditions I got sick of tracking down. The shader state handler
707 * disables all clip planes because of that - don't do anything here
708 * and keep them disabled. */
709 if (state->render_states[WINED3D_RS_CLIPPLANEENABLE] && !warned++)
710 FIXME("Clipping not supported with vertex shaders.\n");
711 return;
714 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
715 * The enabled / disabled planes are hardcoded into the shader. Update the
716 * shader to update the enabled clipplanes. In case of fixed function, we
717 * need to update the clipping field from ffp_vertex_settings. */
718 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
720 /* If enabling / disabling all
721 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
723 enable_mask = state->render_states[WINED3D_RS_CLIPPING] ?
724 state->render_states[WINED3D_RS_CLIPPLANEENABLE] : 0;
725 wined3d_context_gl_enable_clip_distances(context_gl, enable_mask);
728 static void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
730 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
732 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
733 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
734 * specular color. This is wrong:
735 * Separate specular color means the specular colour is maintained separately, whereas
736 * single color means it is merged in. However in both cases they are being used to
737 * some extent.
738 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
739 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
740 * running 1.4 yet!
743 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
744 * Instead, we need to setup the FinalCombiner properly.
746 * The default setup for the FinalCombiner is:
748 * <variable> <input> <mapping> <usage>
749 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
750 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
751 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
752 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
753 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
754 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
755 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
757 * That's pretty much fine as it is, except for variable B, which needs to take
758 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
759 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
762 TRACE("Setting specular enable state and materials\n");
763 if (state->render_states[WINED3D_RS_SPECULARENABLE])
765 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
766 checkGLcall("glMaterialfv");
768 if (state->material.power > gl_info->limits.shininess)
770 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
771 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
772 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
773 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
774 * them, it should be safe to do so without major visual distortions.
776 WARN("Material power = %.8e, limit %.8e\n", state->material.power, gl_info->limits.shininess);
777 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
779 else
781 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.power);
783 checkGLcall("glMaterialf(GL_SHININESS)");
785 if (gl_info->supported[EXT_SECONDARY_COLOR])
786 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_SUM_EXT);
787 else
788 TRACE("Specular colors cannot be enabled in this version of opengl\n");
789 checkGLcall("glEnable(GL_COLOR_SUM)");
791 if (gl_info->supported[NV_REGISTER_COMBINERS])
793 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
794 checkGLcall("glFinalCombinerInputNV()");
796 } else {
797 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
799 /* for the case of enabled lighting: */
800 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
801 checkGLcall("glMaterialfv");
803 /* for the case of disabled lighting: */
804 if (gl_info->supported[EXT_SECONDARY_COLOR])
805 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
806 else
807 TRACE("Specular colors cannot be disabled in this version of opengl\n");
808 checkGLcall("glDisable(GL_COLOR_SUM)");
810 if (gl_info->supported[NV_REGISTER_COMBINERS])
812 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
813 checkGLcall("glFinalCombinerInputNV()");
817 TRACE("diffuse %s\n", debug_color(&state->material.diffuse));
818 TRACE("ambient %s\n", debug_color(&state->material.ambient));
819 TRACE("specular %s\n", debug_color(&state->material.specular));
820 TRACE("emissive %s\n", debug_color(&state->material.emissive));
822 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
823 checkGLcall("glMaterialfv(GL_AMBIENT)");
824 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
825 checkGLcall("glMaterialfv(GL_DIFFUSE)");
826 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
827 checkGLcall("glMaterialfv(GL_EMISSION)");
830 static void state_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
832 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
833 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
834 struct wined3d_color color;
835 unsigned int i;
837 /* Note the texture color applies to all textures whereas
838 * GL_TEXTURE_ENV_COLOR applies to active only. */
839 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
841 /* And now the default texture color as well */
842 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
844 /* Note the WINED3D_RS value applies to all textures, but GL has one
845 * per texture, so apply it now ready to be used! */
846 wined3d_context_gl_active_texture(context_gl, gl_info, i);
848 gl_info->gl_ops.gl.p_glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &color.r);
849 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
853 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
854 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
856 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
858 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
859 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
860 GL_EXTCALL(glActiveStencilFaceEXT(face));
861 checkGLcall("glActiveStencilFaceEXT(...)");
862 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
863 checkGLcall("glStencilFunc(...)");
864 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
865 checkGLcall("glStencilOp(...)");
868 static GLenum gl_stencil_op(enum wined3d_stencil_op op)
870 switch (op)
872 case WINED3D_STENCIL_OP_KEEP:
873 return GL_KEEP;
874 case WINED3D_STENCIL_OP_ZERO:
875 return GL_ZERO;
876 case WINED3D_STENCIL_OP_REPLACE:
877 return GL_REPLACE;
878 case WINED3D_STENCIL_OP_INCR_SAT:
879 return GL_INCR;
880 case WINED3D_STENCIL_OP_DECR_SAT:
881 return GL_DECR;
882 case WINED3D_STENCIL_OP_INVERT:
883 return GL_INVERT;
884 case WINED3D_STENCIL_OP_INCR:
885 return GL_INCR_WRAP;
886 case WINED3D_STENCIL_OP_DECR:
887 return GL_DECR_WRAP;
888 default:
889 if (!op)
890 WARN("Unrecognized stencil op %#x.\n", op);
891 else
892 FIXME("Unrecognized stencil op %#x.\n", op);
893 return GL_KEEP;
897 static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
899 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
900 DWORD onesided_enable;
901 DWORD twosided_enable;
902 GLint func;
903 GLint func_back;
904 GLint ref;
905 GLuint mask;
906 GLint stencilFail;
907 GLint stencilFail_back;
908 GLint stencilPass;
909 GLint stencilPass_back;
910 GLint depthFail;
911 GLint depthFail_back;
913 /* No stencil test without a stencil buffer. */
914 if (!state->fb->depth_stencil)
916 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
917 checkGLcall("glDisable GL_STENCIL_TEST");
918 return;
921 onesided_enable = state->render_states[WINED3D_RS_STENCILENABLE];
922 twosided_enable = state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE];
923 if (!(func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_STENCILFUNC])))
924 func = GL_ALWAYS;
925 if (!(func_back = wined3d_gl_compare_func(state->render_states[WINED3D_RS_BACK_STENCILFUNC])))
926 func_back = GL_ALWAYS;
927 mask = state->render_states[WINED3D_RS_STENCILMASK];
928 ref = state->render_states[WINED3D_RS_STENCILREF] & ((1 << state->fb->depth_stencil->format->stencil_size) - 1);
929 stencilFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILFAIL]);
930 depthFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILZFAIL]);
931 stencilPass = gl_stencil_op(state->render_states[WINED3D_RS_STENCILPASS]);
932 stencilFail_back = gl_stencil_op(state->render_states[WINED3D_RS_BACK_STENCILFAIL]);
933 depthFail_back = gl_stencil_op(state->render_states[WINED3D_RS_BACK_STENCILZFAIL]);
934 stencilPass_back = gl_stencil_op(state->render_states[WINED3D_RS_BACK_STENCILPASS]);
936 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
937 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
938 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x)\n",
939 onesided_enable, twosided_enable, ref, mask,
940 func, stencilFail, depthFail, stencilPass,
941 func_back, stencilFail_back, depthFail_back, stencilPass_back);
943 if (twosided_enable && onesided_enable)
945 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
946 checkGLcall("glEnable GL_STENCIL_TEST");
948 if (gl_info->supported[WINED3D_GL_VERSION_2_0])
950 GL_EXTCALL(glStencilFuncSeparate(GL_FRONT, func, ref, mask));
951 GL_EXTCALL(glStencilOpSeparate(GL_FRONT, stencilFail, depthFail, stencilPass));
952 GL_EXTCALL(glStencilFuncSeparate(GL_BACK, func_back, ref, mask));
953 GL_EXTCALL(glStencilOpSeparate(GL_BACK, stencilFail_back, depthFail_back, stencilPass_back));
954 checkGLcall("setting two sided stencil state");
956 else if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
958 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
959 * which has an effect on the code below too. If we apply the front face
960 * afterwards, we are sure that the active stencil face is set to front,
961 * and other stencil functions which do not use two sided stencil do not have
962 * to set it back
964 renderstate_stencil_twosided(context, GL_BACK,
965 func_back, ref, mask, stencilFail_back, depthFail_back, stencilPass_back);
966 renderstate_stencil_twosided(context, GL_FRONT,
967 func, ref, mask, stencilFail, depthFail, stencilPass);
969 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
971 GL_EXTCALL(glStencilFuncSeparateATI(func, func_back, ref, mask));
972 checkGLcall("glStencilFuncSeparateATI(...)");
973 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
974 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
975 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_back, depthFail_back, stencilPass_back));
976 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
978 else
980 FIXME("Separate (two sided) stencil not supported on this version of OpenGL. Caps weren't honored?\n");
983 else if(onesided_enable)
985 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
987 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
988 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
991 /* This code disables the ATI extension as well, since the standard stencil functions are equal
992 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
994 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
995 checkGLcall("glEnable GL_STENCIL_TEST");
996 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
997 checkGLcall("glStencilFunc(...)");
998 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
999 checkGLcall("glStencilOp(...)");
1001 else
1003 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
1004 checkGLcall("glDisable GL_STENCIL_TEST");
1008 static void state_stencilwrite2s_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1010 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
1011 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1013 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
1014 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
1015 gl_info->gl_ops.gl.p_glStencilMask(mask);
1016 checkGLcall("glStencilMask");
1017 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
1018 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
1019 gl_info->gl_ops.gl.p_glStencilMask(mask);
1022 static void state_stencilwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1024 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
1025 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1027 gl_info->gl_ops.gl.p_glStencilMask(mask);
1028 checkGLcall("glStencilMask");
1031 static void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1033 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1035 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
1037 if (!state->render_states[WINED3D_RS_FOGENABLE])
1038 return;
1040 /* Table fog on: Never use fog coords, and use per-fragment fog */
1041 if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
1043 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
1044 if (context->fog_coord)
1046 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1047 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1048 context->fog_coord = FALSE;
1051 /* Range fog is only used with per-vertex fog in d3d */
1052 if (gl_info->supported[NV_FOG_DISTANCE])
1054 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1055 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1057 return;
1060 /* Otherwise use per-vertex fog in any case */
1061 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_FASTEST);
1063 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
1065 /* No fog at all, or transformed vertices: Use fog coord */
1066 if (!context->fog_coord)
1068 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
1069 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
1070 context->fog_coord = TRUE;
1073 else
1075 /* Otherwise, use the fragment depth */
1076 if (context->fog_coord)
1078 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1079 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1080 context->fog_coord = FALSE;
1083 if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
1085 if (gl_info->supported[NV_FOG_DISTANCE])
1087 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1088 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1090 else
1092 WARN("Range fog enabled, but not supported by this GL implementation.\n");
1095 else if (gl_info->supported[NV_FOG_DISTANCE])
1097 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1098 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1103 void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1105 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1106 float fogstart, fogend;
1108 get_fog_start_end(context, state, &fogstart, &fogend);
1110 gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, fogstart);
1111 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1112 TRACE("Fog Start == %f\n", fogstart);
1114 gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, fogend);
1115 checkGLcall("glFogf(GL_FOG_END, fogend)");
1116 TRACE("Fog End == %f\n", fogend);
1119 void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1121 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1122 enum fogsource new_source;
1123 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
1124 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
1126 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
1128 if (!state->render_states[WINED3D_RS_FOGENABLE])
1130 /* No fog? Disable it, and we're done :-) */
1131 gl_info->p_glDisableWINE(GL_FOG);
1132 checkGLcall("glDisable GL_FOG");
1133 return;
1136 /* Fog Rules:
1138 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1139 * It can use the Z value of the vertex, or the alpha component of the specular color.
1140 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1141 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1142 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1144 * FOGTABLEMODE != NONE:
1145 * The Z value is used, with the equation specified, no matter what vertex type.
1147 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1148 * Per vertex fog is calculated using the specified fog equation and the parameters
1150 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1151 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1152 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1155 * Rules for vertex fog with shaders:
1157 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1158 * the fog computation to happen during transformation while openGL expects it to happen
1159 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1160 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1161 * To solve this problem, WineD3D does:
1162 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1163 * shader,
1164 * and 2) disables the fog computation (in either the fixed function or programmable
1165 * rasterizer) if using a vertex program.
1167 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1168 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1169 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1170 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1171 * There are some GL differences between specular fog coords and vertex shaders though.
1173 * With table fog the vertex shader fog coordinate is ignored.
1175 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1176 * without shaders).
1179 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1180 * the system will apply only pixel(=table) fog effects."
1182 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
1184 if (use_vs(state))
1186 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1187 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1188 new_source = FOGSOURCE_VS;
1190 else
1192 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
1194 /* If processed vertices are used, fall through to the NONE case */
1195 case WINED3D_FOG_EXP:
1196 if (!context->last_was_rhw)
1198 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1199 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1200 new_source = FOGSOURCE_FFP;
1201 break;
1203 /* drop through */
1205 case WINED3D_FOG_EXP2:
1206 if (!context->last_was_rhw)
1208 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1209 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1210 new_source = FOGSOURCE_FFP;
1211 break;
1213 /* drop through */
1215 case WINED3D_FOG_LINEAR:
1216 if (!context->last_was_rhw)
1218 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1219 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1220 new_source = FOGSOURCE_FFP;
1221 break;
1223 /* drop through */
1225 case WINED3D_FOG_NONE:
1226 /* Both are none? According to msdn the alpha channel of
1227 * the specular colour contains a fog factor. Set it in
1228 * draw_primitive_immediate_mode(). Same happens with
1229 * vertex fog on transformed vertices. */
1230 new_source = FOGSOURCE_COORD;
1231 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1232 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1233 break;
1235 default:
1236 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1237 state->render_states[WINED3D_RS_FOGVERTEXMODE]);
1238 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1241 } else {
1242 new_source = FOGSOURCE_FFP;
1244 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
1246 case WINED3D_FOG_EXP:
1247 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1248 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1249 break;
1251 case WINED3D_FOG_EXP2:
1252 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1253 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1254 break;
1256 case WINED3D_FOG_LINEAR:
1257 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1258 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1259 break;
1261 case WINED3D_FOG_NONE: /* Won't happen */
1262 default:
1263 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1264 state->render_states[WINED3D_RS_FOGTABLEMODE]);
1268 gl_info->p_glEnableWINE(GL_FOG);
1269 checkGLcall("glEnable GL_FOG");
1270 if (new_source != context->fog_source || fogstart == fogend)
1272 context->fog_source = new_source;
1273 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
1277 void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1279 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1280 struct wined3d_color color;
1282 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_FOGCOLOR]);
1283 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, &color.r);
1284 checkGLcall("glFog GL_FOG_COLOR");
1287 void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1289 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1290 union {
1291 DWORD d;
1292 float f;
1293 } tmpvalue;
1295 tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
1296 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1297 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1300 static void state_colormat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1302 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
1303 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1304 GLenum Parm = 0;
1306 /* Depends on the decoded vertex declaration to read the existence of
1307 * diffuse data. The vertex declaration will call this function if the
1308 * fixed function pipeline is used. */
1309 if (isStateDirty(&context_gl->c, STATE_VDECL))
1310 return;
1312 context_gl->untracked_material_count = 0;
1313 if ((context_gl->c.stream_info.use_map & (1u << WINED3D_FFP_DIFFUSE))
1314 && state->render_states[WINED3D_RS_COLORVERTEX])
1316 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1317 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE],
1318 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE],
1319 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE],
1320 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]);
1322 if (state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1324 if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1325 Parm = GL_AMBIENT_AND_DIFFUSE;
1326 else
1327 Parm = GL_DIFFUSE;
1328 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1329 context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_EMISSION;
1330 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1331 context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_SPECULAR;
1333 else if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1335 Parm = GL_AMBIENT;
1336 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1337 context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_EMISSION;
1338 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1339 context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_SPECULAR;
1341 else if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1343 Parm = GL_EMISSION;
1344 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1345 context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_SPECULAR;
1347 else if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1349 Parm = GL_SPECULAR;
1353 /* Nothing changed, return. */
1354 if (Parm == context_gl->tracking_parm)
1355 return;
1357 if (!Parm)
1359 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_MATERIAL);
1360 checkGLcall("glDisable GL_COLOR_MATERIAL");
1362 else
1364 gl_info->gl_ops.gl.p_glColorMaterial(GL_FRONT_AND_BACK, Parm);
1365 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1366 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_MATERIAL);
1367 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1370 /* Apparently calls to glMaterialfv are ignored for properties we're
1371 * tracking with glColorMaterial, so apply those here. */
1372 switch (context_gl->tracking_parm)
1374 case GL_AMBIENT_AND_DIFFUSE:
1375 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1376 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1377 checkGLcall("glMaterialfv");
1378 break;
1380 case GL_DIFFUSE:
1381 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1382 checkGLcall("glMaterialfv");
1383 break;
1385 case GL_AMBIENT:
1386 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1387 checkGLcall("glMaterialfv");
1388 break;
1390 case GL_EMISSION:
1391 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
1392 checkGLcall("glMaterialfv");
1393 break;
1395 case GL_SPECULAR:
1396 /* Only change material color if specular is enabled, otherwise it is set to black */
1397 if (state->render_states[WINED3D_RS_SPECULARENABLE])
1399 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
1400 checkGLcall("glMaterialfv");
1402 else
1404 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1405 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1406 checkGLcall("glMaterialfv");
1408 break;
1411 context_gl->tracking_parm = Parm;
1414 static void state_linepattern(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1416 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1417 union
1419 DWORD d;
1420 struct wined3d_line_pattern lp;
1421 } tmppattern;
1422 tmppattern.d = state->render_states[WINED3D_RS_LINEPATTERN];
1424 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1426 if (tmppattern.lp.repeat_factor)
1428 gl_info->gl_ops.gl.p_glLineStipple(tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1429 checkGLcall("glLineStipple(repeat, linepattern)");
1430 gl_info->gl_ops.gl.p_glEnable(GL_LINE_STIPPLE);
1431 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1433 else
1435 gl_info->gl_ops.gl.p_glDisable(GL_LINE_STIPPLE);
1436 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1440 static void state_linepattern_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1442 static unsigned int once;
1444 if (!once++)
1445 FIXME("Setting line patterns is not supported in OpenGL core contexts.\n");
1448 static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1450 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1452 if (isStateDirty(context, STATE_VDECL))
1453 return;
1455 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1456 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1457 * by zero and is not properly defined in opengl, so avoid it
1459 if (state->render_states[WINED3D_RS_NORMALIZENORMALS]
1460 && (context->stream_info.use_map & (1u << WINED3D_FFP_NORMAL)))
1462 gl_info->gl_ops.gl.p_glEnable(GL_NORMALIZE);
1463 checkGLcall("glEnable(GL_NORMALIZE);");
1465 else
1467 gl_info->gl_ops.gl.p_glDisable(GL_NORMALIZE);
1468 checkGLcall("glDisable(GL_NORMALIZE);");
1472 static void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1474 float min, max;
1476 get_pointsize_minmax(context, state, &min, &max);
1478 if (min != 1.0f)
1479 FIXME("WINED3D_RS_POINTSIZE_MIN value %.8e not supported on this OpenGL implementation.\n", min);
1480 if (max != 64.0f)
1481 FIXME("WINED3D_RS_POINTSIZE_MAX value %.8e not supported on this OpenGL implementation.\n", max);
1484 static void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1486 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1487 float min, max;
1489 get_pointsize_minmax(context, state, &min, &max);
1491 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min);
1492 checkGLcall("glPointParameterfEXT(...)");
1493 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max);
1494 checkGLcall("glPointParameterfEXT(...)");
1497 static void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1499 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1500 float min, max;
1502 get_pointsize_minmax(context, state, &min, &max);
1504 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min);
1505 checkGLcall("glPointParameterfARB(...)");
1506 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max);
1507 checkGLcall("glPointParameterfARB(...)");
1510 static void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1512 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1513 float att[3];
1514 float pointsize;
1516 get_pointsize(context, state, &pointsize, att);
1518 if (gl_info->supported[ARB_POINT_PARAMETERS])
1520 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1521 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1523 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1525 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1526 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1528 else if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
1530 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1533 gl_info->gl_ops.gl.p_glPointSize(max(pointsize, FLT_MIN));
1534 checkGLcall("glPointSize(...);");
1537 static void state_debug_monitor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1539 WARN("token: %#x.\n", state->render_states[WINED3D_RS_DEBUGMONITORTOKEN]);
1542 static void state_colorwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1544 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1545 DWORD mask0 = state->render_states[WINED3D_RS_COLORWRITEENABLE];
1546 DWORD mask1 = state->render_states[WINED3D_RS_COLORWRITEENABLE1];
1547 DWORD mask2 = state->render_states[WINED3D_RS_COLORWRITEENABLE2];
1548 DWORD mask3 = state->render_states[WINED3D_RS_COLORWRITEENABLE3];
1550 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1551 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1552 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1553 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1554 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1555 gl_info->gl_ops.gl.p_glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1556 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1557 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1558 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1559 checkGLcall("glColorMask(...)");
1561 if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1562 || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1564 FIXME("WINED3D_RS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1565 mask0, mask1, mask2, mask3);
1566 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1570 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
1572 GL_EXTCALL(glColorMaski(index,
1573 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1574 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1575 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1576 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1577 checkGLcall("glColorMaski");
1580 static void state_colorwrite0(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1582 set_color_mask(wined3d_context_gl(context)->gl_info, 0, state->render_states[WINED3D_RS_COLORWRITEENABLE]);
1585 static void state_colorwrite1(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1587 set_color_mask(wined3d_context_gl(context)->gl_info, 1, state->render_states[WINED3D_RS_COLORWRITEENABLE1]);
1590 static void state_colorwrite2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1592 set_color_mask(wined3d_context_gl(context)->gl_info, 2, state->render_states[WINED3D_RS_COLORWRITEENABLE2]);
1595 static void state_colorwrite3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1597 set_color_mask(wined3d_context_gl(context)->gl_info, 3, state->render_states[WINED3D_RS_COLORWRITEENABLE3]);
1600 static void state_localviewer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1602 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1604 if (state->render_states[WINED3D_RS_LOCALVIEWER])
1606 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1607 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1609 else
1611 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1612 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1616 static void state_lastpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1618 if (state->render_states[WINED3D_RS_LASTPIXEL])
1620 TRACE("Last Pixel Drawing Enabled\n");
1622 else
1624 static BOOL warned;
1625 if (!warned) {
1626 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1627 warned = TRUE;
1628 } else {
1629 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1634 void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1636 static BOOL warned;
1638 /* TODO: NV_POINT_SPRITE */
1639 if (!warned && state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1641 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1642 FIXME("Point sprites not supported\n");
1643 warned = TRUE;
1647 void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1649 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1651 if (state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1653 gl_info->gl_ops.gl.p_glEnable(GL_POINT_SPRITE_ARB);
1654 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1656 else
1658 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
1659 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1663 static void state_wrap(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1665 static unsigned int once;
1667 if ((state->render_states[WINED3D_RS_WRAP0]
1668 || state->render_states[WINED3D_RS_WRAP1]
1669 || state->render_states[WINED3D_RS_WRAP2]
1670 || state->render_states[WINED3D_RS_WRAP3]
1671 || state->render_states[WINED3D_RS_WRAP4]
1672 || state->render_states[WINED3D_RS_WRAP5]
1673 || state->render_states[WINED3D_RS_WRAP6]
1674 || state->render_states[WINED3D_RS_WRAP7]
1675 || state->render_states[WINED3D_RS_WRAP8]
1676 || state->render_states[WINED3D_RS_WRAP9]
1677 || state->render_states[WINED3D_RS_WRAP10]
1678 || state->render_states[WINED3D_RS_WRAP11]
1679 || state->render_states[WINED3D_RS_WRAP12]
1680 || state->render_states[WINED3D_RS_WRAP13]
1681 || state->render_states[WINED3D_RS_WRAP14]
1682 || state->render_states[WINED3D_RS_WRAP15])
1683 && !once++)
1684 FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
1687 static void state_msaa_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1689 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1690 WARN("Multisample antialiasing not supported by GL.\n");
1693 static void state_msaa(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1695 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1697 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1699 gl_info->gl_ops.gl.p_glEnable(GL_MULTISAMPLE_ARB);
1700 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1702 else
1704 gl_info->gl_ops.gl.p_glDisable(GL_MULTISAMPLE_ARB);
1705 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1709 static void state_line_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1711 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1713 if (state->render_states[WINED3D_RS_EDGEANTIALIAS]
1714 || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE])
1716 gl_info->gl_ops.gl.p_glEnable(GL_LINE_SMOOTH);
1717 checkGLcall("glEnable(GL_LINE_SMOOTH)");
1719 else
1721 gl_info->gl_ops.gl.p_glDisable(GL_LINE_SMOOTH);
1722 checkGLcall("glDisable(GL_LINE_SMOOTH)");
1726 static void state_scissor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1728 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1730 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
1732 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
1733 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1735 else
1737 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
1738 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1742 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1743 * OpenGL the bias is specified in units of "the smallest value that is
1744 * guaranteed to produce a resolvable offset for a given implementation". To
1745 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1746 * We try to detect the value from GL with test draws. On most drivers (r300g,
1747 * 600g, Nvidia, i965 on Mesa) the value is 2^23 for fixed point depth buffers,
1748 * for r200 and i965 on OSX it is 2^24, for r500 on OSX it is 2^22. For floating
1749 * point buffers it is 2^22, 2^23 or 2^24 depending on the GPU. The value does
1750 * not depend on the depth buffer precision on any driver.
1752 * Two games that are picky regarding depth bias are Mass Effect 2 (flickering
1753 * decals) and F.E.A.R and F.E.A.R. 2 (semi-transparent guns).
1755 * Note that SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and
1756 * doesn't need to be scaled to account for GL vs D3D differences. */
1757 static void state_depthbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1759 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1761 if (state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS]
1762 || state->render_states[WINED3D_RS_DEPTHBIAS])
1764 const struct wined3d_rendertarget_view *depth = state->fb->depth_stencil;
1765 float factor, units, scale, clamp;
1767 union
1769 DWORD d;
1770 float f;
1771 } scale_bias, const_bias;
1773 clamp = state->rasterizer_state ? state->rasterizer_state->desc.depth_bias_clamp : 0.0f;
1774 scale_bias.d = state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS];
1775 const_bias.d = state->render_states[WINED3D_RS_DEPTHBIAS];
1777 if (context->d3d_info->wined3d_creation_flags & WINED3D_LEGACY_DEPTH_BIAS)
1779 factor = units = -(float)const_bias.d;
1781 else
1783 if (depth)
1785 scale = depth->format->depth_bias_scale;
1787 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1788 debug_d3dformat(depth->format->id), scale);
1790 else
1792 /* The context manager will reapply this state on a depth stencil change */
1793 TRACE("No depth stencil, using depth bias scale of 0.0.\n");
1794 scale = 0.0f;
1797 factor = scale_bias.f;
1798 units = const_bias.f * scale;
1801 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
1802 if (gl_info->supported[ARB_POLYGON_OFFSET_CLAMP])
1804 gl_info->gl_ops.ext.p_glPolygonOffsetClamp(factor, units, clamp);
1806 else
1808 if (clamp != 0.0f)
1809 WARN("Ignoring depth bias clamp %.8e.\n", clamp);
1810 gl_info->gl_ops.gl.p_glPolygonOffset(factor, units);
1813 else
1815 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
1818 checkGLcall("depth bias");
1821 static void state_zvisible(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1823 if (state->render_states[WINED3D_RS_ZVISIBLE])
1824 FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
1827 static void state_stippledalpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1829 if (state->render_states[WINED3D_RS_STIPPLEDALPHA])
1830 FIXME("Stippled Alpha not supported yet.\n");
1833 static void state_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1835 if (state->render_states[WINED3D_RS_ANTIALIAS])
1836 FIXME("Antialias not supported yet.\n");
1839 static void state_multisampmask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1841 if (state->render_states[WINED3D_RS_MULTISAMPLEMASK] != 0xffffffff)
1842 FIXME("WINED3D_RS_MULTISAMPLEMASK %#x not yet implemented.\n",
1843 state->render_states[WINED3D_RS_MULTISAMPLEMASK]);
1846 static void state_patchedgestyle(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1848 if (state->render_states[WINED3D_RS_PATCHEDGESTYLE] != WINED3D_PATCH_EDGE_DISCRETE)
1849 FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n",
1850 state->render_states[WINED3D_RS_PATCHEDGESTYLE]);
1853 static void state_patchsegments(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1855 union {
1856 DWORD d;
1857 float f;
1858 } tmpvalue;
1859 tmpvalue.f = 1.0f;
1861 if (state->render_states[WINED3D_RS_PATCHSEGMENTS] != tmpvalue.d)
1863 static BOOL displayed = FALSE;
1865 tmpvalue.d = state->render_states[WINED3D_RS_PATCHSEGMENTS];
1866 if(!displayed)
1867 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1869 displayed = TRUE;
1873 static void state_positiondegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1875 if (state->render_states[WINED3D_RS_POSITIONDEGREE] != WINED3D_DEGREE_CUBIC)
1876 FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n",
1877 state->render_states[WINED3D_RS_POSITIONDEGREE]);
1880 static void state_normaldegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1882 if (state->render_states[WINED3D_RS_NORMALDEGREE] != WINED3D_DEGREE_LINEAR)
1883 FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n",
1884 state->render_states[WINED3D_RS_NORMALDEGREE]);
1887 static void state_tessellation(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1889 if (state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION])
1890 FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1891 state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION]);
1894 static void state_nvdb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1896 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1897 union
1899 uint32_t d;
1900 float f;
1901 } zmin, zmax;
1903 if (state->render_states[WINED3D_RS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
1905 zmin.d = state->render_states[WINED3D_RS_ADAPTIVETESS_Z];
1906 zmax.d = state->render_states[WINED3D_RS_ADAPTIVETESS_W];
1908 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1909 * In d3d9 test is not performed in this case*/
1910 if (zmin.f <= zmax.f)
1912 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
1913 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1914 GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
1915 checkGLcall("glDepthBoundsEXT(...)");
1917 else
1919 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1920 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1923 else
1925 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1926 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1929 state_tessellation(context, state, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION));
1932 static void state_wrapu(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1934 if (state->render_states[WINED3D_RS_WRAPU])
1935 FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
1938 static void state_wrapv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1940 if (state->render_states[WINED3D_RS_WRAPV])
1941 FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
1944 static void state_monoenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1946 if (state->render_states[WINED3D_RS_MONOENABLE])
1947 FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
1950 static void state_rop2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1952 if (state->render_states[WINED3D_RS_ROP2])
1953 FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
1956 static void state_planemask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1958 if (state->render_states[WINED3D_RS_PLANEMASK])
1959 FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
1962 static void state_subpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1964 if (state->render_states[WINED3D_RS_SUBPIXEL])
1965 FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
1968 static void state_subpixelx(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1970 if (state->render_states[WINED3D_RS_SUBPIXELX])
1971 FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
1974 static void state_stippleenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1976 if (state->render_states[WINED3D_RS_STIPPLEENABLE])
1977 FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
1980 static void state_mipmaplodbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1982 if (state->render_states[WINED3D_RS_MIPMAPLODBIAS])
1983 FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
1986 static void state_anisotropy(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1988 if (state->render_states[WINED3D_RS_ANISOTROPY])
1989 FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
1992 static void state_flushbatch(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1994 if (state->render_states[WINED3D_RS_FLUSHBATCH])
1995 FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
1998 static void state_translucentsi(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2000 if (state->render_states[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT])
2001 FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
2004 static void state_extents(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2006 if (state->render_states[WINED3D_RS_EXTENTS])
2007 FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
2010 static void state_ckeyblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2012 if (state->render_states[WINED3D_RS_COLORKEYBLENDENABLE])
2013 FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
2016 static void state_swvp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2018 static int once;
2019 if (state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING])
2021 if (!once++)
2022 FIXME("Software vertex processing not implemented.\n");
2026 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
2027 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
2028 * input should be used for all input components. The WINED3DTA_COMPLEMENT
2029 * flag specifies the complement of the input should be used. */
2030 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
2031 BOOL complement = arg & WINED3DTA_COMPLEMENT;
2033 /* Calculate the operand */
2034 if (complement) {
2035 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
2036 else *operand = GL_ONE_MINUS_SRC_COLOR;
2037 } else {
2038 if (from_alpha) *operand = GL_SRC_ALPHA;
2039 else *operand = GL_SRC_COLOR;
2042 /* Calculate the source */
2043 switch (arg & WINED3DTA_SELECTMASK) {
2044 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
2045 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
2046 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
2047 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
2048 case WINED3DTA_SPECULAR:
2050 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
2051 * 'Secondary color' and isn't supported until base GL supports it
2052 * There is no concept of temp registers as far as I can tell
2054 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
2055 *source = GL_TEXTURE;
2056 break;
2057 default:
2058 FIXME("Unrecognized texture arg %#x\n", arg);
2059 *source = GL_TEXTURE;
2060 break;
2064 /* Setup the texture operations texture stage states */
2065 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2066 BOOL isAlpha, int Stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
2068 GLenum src1, src2, src3;
2069 GLenum opr1, opr2, opr3;
2070 GLenum comb_target;
2071 GLenum src0_target, src1_target, src2_target;
2072 GLenum opr0_target, opr1_target, opr2_target;
2073 GLenum scal_target;
2074 GLenum opr=0, invopr, src3_target, opr3_target;
2075 BOOL Handled = FALSE;
2077 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
2079 /* Operations usually involve two args, src0 and src1 and are operations
2080 * of the form (a1 <operation> a2). However, some of the more complex
2081 * operations take 3 parameters. Instead of the (sensible) addition of a3,
2082 * Microsoft added in a third parameter called a0. Therefore these are
2083 * operations of the form a0 <operation> a1 <operation> a2. I.e., the new
2084 * parameter goes to the front.
2086 * However, below we treat the new (a0) parameter as src2/opr2, so in the
2087 * actual functions below, expect their syntax to differ slightly to those
2088 * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
2089 * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
2091 if (isAlpha)
2093 comb_target = GL_COMBINE_ALPHA;
2094 src0_target = GL_SOURCE0_ALPHA;
2095 src1_target = GL_SOURCE1_ALPHA;
2096 src2_target = GL_SOURCE2_ALPHA;
2097 opr0_target = GL_OPERAND0_ALPHA;
2098 opr1_target = GL_OPERAND1_ALPHA;
2099 opr2_target = GL_OPERAND2_ALPHA;
2100 scal_target = GL_ALPHA_SCALE;
2102 else
2104 comb_target = GL_COMBINE_RGB;
2105 src0_target = GL_SOURCE0_RGB;
2106 src1_target = GL_SOURCE1_RGB;
2107 src2_target = GL_SOURCE2_RGB;
2108 opr0_target = GL_OPERAND0_RGB;
2109 opr1_target = GL_OPERAND1_RGB;
2110 opr2_target = GL_OPERAND2_RGB;
2111 scal_target = GL_RGB_SCALE;
2114 /* If a texture stage references an invalid texture unit the stage just
2115 * passes through the result from the previous stage */
2116 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2118 arg1 = WINED3DTA_CURRENT;
2119 op = WINED3D_TOP_SELECT_ARG1;
2122 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2124 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2125 } else {
2126 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2128 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2129 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2131 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2133 Handled = TRUE; /* Assume will be handled */
2135 /* Other texture operations require special extensions: */
2136 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2138 if (isAlpha) {
2139 opr = GL_SRC_ALPHA;
2140 invopr = GL_ONE_MINUS_SRC_ALPHA;
2141 src3_target = GL_SOURCE3_ALPHA_NV;
2142 opr3_target = GL_OPERAND3_ALPHA_NV;
2143 } else {
2144 opr = GL_SRC_COLOR;
2145 invopr = GL_ONE_MINUS_SRC_COLOR;
2146 src3_target = GL_SOURCE3_RGB_NV;
2147 opr3_target = GL_OPERAND3_RGB_NV;
2149 switch (op)
2151 case WINED3D_TOP_DISABLE: /* Only for alpha */
2152 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2153 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2154 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2155 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2156 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2157 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2158 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2159 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2160 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2161 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2162 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2163 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2164 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2165 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2166 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2167 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2168 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2169 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2170 break;
2172 case WINED3D_TOP_SELECT_ARG1: /* = a1 * 1 + 0 * 0 */
2173 case WINED3D_TOP_SELECT_ARG2: /* = a2 * 1 + 0 * 0 */
2174 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2175 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2176 if (op == WINED3D_TOP_SELECT_ARG1)
2178 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2179 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2180 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2181 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2183 else
2185 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2186 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2187 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2188 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2190 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2191 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2192 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2193 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2194 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2195 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2196 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2197 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2198 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2199 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2200 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2201 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2202 break;
2204 case WINED3D_TOP_MODULATE:
2205 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2206 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2207 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2208 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2209 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2210 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2211 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2212 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2213 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2214 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2215 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2216 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2217 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2218 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2219 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2220 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2221 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2222 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2223 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2224 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2225 break;
2226 case WINED3D_TOP_MODULATE_2X:
2227 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2228 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2229 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2230 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2231 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2232 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2233 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2234 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2235 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2236 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2237 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2238 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2239 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2240 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2241 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2242 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2243 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2244 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2245 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2246 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2247 break;
2248 case WINED3D_TOP_MODULATE_4X:
2249 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2250 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2251 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2252 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2253 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2254 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2255 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2256 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2257 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2258 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2259 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2260 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2261 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2262 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2263 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2264 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2265 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2266 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2267 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2268 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2269 break;
2271 case WINED3D_TOP_ADD:
2272 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2273 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2274 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2275 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2276 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2277 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2278 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2279 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2280 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2281 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2282 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2283 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2284 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2285 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2286 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2287 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2288 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2289 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2290 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2291 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2292 break;
2294 case WINED3D_TOP_ADD_SIGNED:
2295 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2296 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2297 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2298 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2299 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2300 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2301 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2302 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2303 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2304 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2305 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2306 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2307 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2308 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2309 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2310 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2311 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2312 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2313 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2314 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2315 break;
2317 case WINED3D_TOP_ADD_SIGNED_2X:
2318 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2319 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2320 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2321 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2322 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2323 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2324 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2325 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2326 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2327 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2328 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2329 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2330 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2331 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2332 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2333 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2334 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2335 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2336 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2337 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2338 break;
2340 case WINED3D_TOP_ADD_SMOOTH:
2341 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2342 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2343 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2344 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2345 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2346 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2347 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2348 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2349 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2350 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2351 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2352 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2353 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2354 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2355 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2356 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2357 switch (opr1) {
2358 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2359 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2360 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2361 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2363 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2364 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2365 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2366 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2367 break;
2369 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2370 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2371 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2372 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2373 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2374 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2375 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2376 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR);
2377 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2378 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2379 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2380 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2381 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2382 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2383 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2384 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR);
2385 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2386 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2387 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2388 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2389 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2390 break;
2391 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2392 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2393 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2394 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2395 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2396 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2397 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2398 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2399 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2400 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2401 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2402 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2403 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2404 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2405 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2406 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2407 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2408 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2409 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2410 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2411 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2412 break;
2413 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2414 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2415 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2416 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2417 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2418 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2419 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2420 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_CONSTANT);
2421 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2422 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2423 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2424 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2425 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2426 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2427 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2428 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_CONSTANT);
2429 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2430 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2431 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2432 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2433 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2434 break;
2435 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2436 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2437 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2438 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2439 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2440 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2441 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2442 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2443 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2444 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2445 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2446 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2447 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2448 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2449 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2450 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2451 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2452 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2453 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2454 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2455 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2456 break;
2457 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2458 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2459 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2460 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2461 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2462 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2463 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2464 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2465 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2466 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2467 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2468 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2469 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2470 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2471 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2472 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2473 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2474 switch (opr) {
2475 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2476 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2478 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2479 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2480 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2481 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2482 break;
2483 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2484 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2485 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2486 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2487 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2488 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2489 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2490 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2491 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2492 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2493 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2494 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2495 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2496 switch (opr1) {
2497 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2498 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2500 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2501 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2502 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2503 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2504 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2505 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2506 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2507 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2508 break;
2509 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2510 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2511 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2512 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2513 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2514 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2515 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2516 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2517 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2518 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2519 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2520 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2521 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2522 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2523 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2524 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2525 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2526 switch (opr1) {
2527 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2528 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2529 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2530 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2532 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2533 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2534 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2535 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2536 break;
2537 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2538 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2539 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2540 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2541 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2542 switch (opr1) {
2543 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2544 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2545 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2546 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2548 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2549 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2550 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2551 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2552 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2553 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2554 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2555 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2556 switch (opr1) {
2557 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2558 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2560 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2561 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2562 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2563 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2564 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2565 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2566 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2567 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2568 break;
2569 case WINED3D_TOP_MULTIPLY_ADD:
2570 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2571 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2572 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2573 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2574 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2575 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2576 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2577 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2578 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2579 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2580 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2581 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2582 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2583 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2584 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2585 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2586 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2587 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2588 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2589 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2590 break;
2592 case WINED3D_TOP_BUMPENVMAP:
2593 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
2594 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2595 Handled = FALSE;
2596 break;
2598 default:
2599 Handled = FALSE;
2601 if (Handled)
2603 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2604 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2606 return;
2608 } /* GL_NV_texture_env_combine4 */
2610 Handled = TRUE; /* Again, assume handled */
2611 switch (op) {
2612 case WINED3D_TOP_DISABLE: /* Only for alpha */
2613 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2614 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2615 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2616 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2617 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2618 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2619 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2620 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2621 break;
2622 case WINED3D_TOP_SELECT_ARG1:
2623 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2624 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2625 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2626 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2627 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2628 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2629 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2630 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2631 break;
2632 case WINED3D_TOP_SELECT_ARG2:
2633 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2634 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2635 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2636 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2637 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2638 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2639 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2640 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2641 break;
2642 case WINED3D_TOP_MODULATE:
2643 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2644 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2645 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2646 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2647 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2648 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2649 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2650 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2651 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2652 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2653 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2654 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2655 break;
2656 case WINED3D_TOP_MODULATE_2X:
2657 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2658 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2659 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2660 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2661 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2662 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2663 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2664 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2665 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2666 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2667 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2668 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2669 break;
2670 case WINED3D_TOP_MODULATE_4X:
2671 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2672 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2673 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2674 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2675 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2676 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2677 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2678 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2679 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2680 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2681 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2682 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2683 break;
2684 case WINED3D_TOP_ADD:
2685 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2686 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2687 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2688 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2689 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2690 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2691 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2692 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2693 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2694 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2695 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2696 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2697 break;
2698 case WINED3D_TOP_ADD_SIGNED:
2699 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2700 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2701 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2702 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2703 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2704 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2705 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2706 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2707 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2708 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2709 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2710 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2711 break;
2712 case WINED3D_TOP_ADD_SIGNED_2X:
2713 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2714 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2715 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2716 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2717 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2718 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2719 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2720 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2721 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2722 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2723 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2724 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2725 break;
2726 case WINED3D_TOP_SUBTRACT:
2727 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2729 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2730 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2731 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2732 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2733 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2734 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2735 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2736 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2737 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2738 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2739 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2740 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2741 } else {
2742 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2744 break;
2746 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2747 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2748 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2749 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2750 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2751 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2752 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2753 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2754 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2755 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2756 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2757 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR);
2758 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2759 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2760 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2761 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2762 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2763 break;
2764 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2765 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2766 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2767 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2768 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2769 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2770 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2771 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2772 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2773 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2774 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2775 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2776 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2777 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2778 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2779 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2780 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2781 break;
2782 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2783 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2784 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2785 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2786 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2787 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2788 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2789 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2790 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2791 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2792 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2793 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_CONSTANT);
2794 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2795 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2796 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2797 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2798 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2799 break;
2800 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
2801 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2802 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2803 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2804 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2805 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2806 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2807 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2808 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2809 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2810 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2811 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PREVIOUS);
2812 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2813 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2814 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2815 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2816 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2817 break;
2818 case WINED3D_TOP_DOTPRODUCT3:
2819 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2821 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2822 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2824 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2826 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2827 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2828 } else {
2829 FIXME("This version of opengl does not support GL_DOT3\n");
2831 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2832 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2833 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2834 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2835 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2836 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2837 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2838 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2839 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2840 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2841 break;
2842 case WINED3D_TOP_LERP:
2843 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2844 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2845 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2846 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2847 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2848 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2849 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2850 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2851 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2852 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2853 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2854 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2855 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2856 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2857 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2858 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2859 break;
2860 case WINED3D_TOP_ADD_SMOOTH:
2861 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2863 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2864 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2865 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2866 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2867 switch (opr1) {
2868 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2869 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2870 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2871 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2873 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2874 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2875 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2876 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2877 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2878 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2879 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2880 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2881 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2882 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2883 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2884 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2885 } else
2886 Handled = FALSE;
2887 break;
2888 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2889 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2891 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2892 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2893 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2894 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2895 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2896 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2897 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2898 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2899 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2900 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2901 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2902 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2903 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2904 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2905 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2906 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2907 } else
2908 Handled = FALSE;
2909 break;
2910 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2911 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2913 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2914 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2915 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2916 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2917 switch (opr1) {
2918 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2919 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2920 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2921 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2923 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2924 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2925 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2926 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2927 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2928 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2929 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2930 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2931 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2932 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2933 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2934 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2935 } else
2936 Handled = FALSE;
2937 break;
2938 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2939 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2941 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2942 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2943 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2944 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2945 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2946 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2947 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2948 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2949 switch (opr1) {
2950 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2951 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2952 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2953 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2955 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2956 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2957 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2958 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2959 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2960 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2961 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2962 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2963 } else
2964 Handled = FALSE;
2965 break;
2966 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2967 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2969 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2970 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2971 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2972 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2973 switch (opr1) {
2974 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2975 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2976 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2977 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2979 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2980 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2981 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2982 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2983 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2984 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2985 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2986 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2987 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2988 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2989 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2990 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2991 } else
2992 Handled = FALSE;
2993 break;
2994 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2995 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2997 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2998 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2999 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3000 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3001 switch (opr1) {
3002 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
3003 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
3004 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3005 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3007 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
3008 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3009 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
3010 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3011 switch (opr1) {
3012 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
3013 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3014 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3015 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3017 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
3018 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
3019 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3020 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3021 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3022 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3023 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3024 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3025 } else
3026 Handled = FALSE;
3027 break;
3028 case WINED3D_TOP_MULTIPLY_ADD:
3029 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3031 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3032 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3033 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3034 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3035 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
3036 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3037 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
3038 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
3039 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
3040 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
3041 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3042 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3043 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3044 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3045 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3046 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3047 } else
3048 Handled = FALSE;
3049 break;
3050 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
3051 case WINED3D_TOP_BUMPENVMAP:
3052 if (gl_info->supported[NV_TEXTURE_SHADER2])
3054 /* Technically texture shader support without register combiners is possible, but not expected to occur
3055 * on real world cards, so for now a fixme should be enough
3057 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
3059 Handled = FALSE;
3060 break;
3062 default:
3063 Handled = FALSE;
3066 if (Handled) {
3067 BOOL combineOK = TRUE;
3068 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
3070 DWORD op2;
3072 if (isAlpha)
3073 op2 = state->texture_states[Stage][WINED3D_TSS_COLOR_OP];
3074 else
3075 op2 = state->texture_states[Stage][WINED3D_TSS_ALPHA_OP];
3077 /* Note: If COMBINE4 in effect can't go back to combine! */
3078 switch (op2)
3080 case WINED3D_TOP_ADD_SMOOTH:
3081 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
3082 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
3083 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
3084 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
3085 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
3086 case WINED3D_TOP_MULTIPLY_ADD:
3087 /* Ignore those implemented in both cases */
3088 switch (op)
3090 case WINED3D_TOP_SELECT_ARG1:
3091 case WINED3D_TOP_SELECT_ARG2:
3092 combineOK = FALSE;
3093 Handled = FALSE;
3094 break;
3095 default:
3096 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3097 return;
3102 if (combineOK)
3104 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
3105 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3107 return;
3111 /* After all the extensions, if still unhandled, report fixme */
3112 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3116 static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3118 unsigned int stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3119 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3120 BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
3121 unsigned int mapped_stage = context_gl->tex_unit_map[stage];
3122 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3124 TRACE("Setting color op for stage %d\n", stage);
3126 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3127 if (use_ps(state)) return;
3129 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3131 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3133 if (tex_used && mapped_stage >= gl_info->limits.textures)
3135 FIXME("Attempt to enable unsupported stage!\n");
3136 return;
3138 wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
3141 if (stage >= context->lowest_disabled_stage)
3143 TRACE("Stage disabled\n");
3144 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3146 /* Disable everything here */
3147 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3148 checkGLcall("glDisable(GL_TEXTURE_2D)");
3149 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3150 checkGLcall("glDisable(GL_TEXTURE_3D)");
3151 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3153 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3154 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3156 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3158 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3159 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3162 /* All done */
3163 return;
3166 /* The sampler will also activate the correct texture dimensions, so no
3167 * need to do it here if the sampler for this stage is dirty. */
3168 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3169 texture_activate_dimensions(state->textures[stage], gl_info);
3171 set_tex_op(gl_info, state, FALSE, stage,
3172 state->texture_states[stage][WINED3D_TSS_COLOR_OP],
3173 state->texture_states[stage][WINED3D_TSS_COLOR_ARG1],
3174 state->texture_states[stage][WINED3D_TSS_COLOR_ARG2],
3175 state->texture_states[stage][WINED3D_TSS_COLOR_ARG0]);
3178 void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3180 unsigned int stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3181 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3182 BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
3183 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3184 unsigned int mapped_stage = context_gl->tex_unit_map[stage];
3185 DWORD op, arg1, arg2, arg0;
3187 TRACE("Setting alpha op for stage %d\n", stage);
3188 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3189 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3191 if (tex_used && mapped_stage >= gl_info->limits.textures)
3193 FIXME("Attempt to enable unsupported stage!\n");
3194 return;
3196 wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
3199 op = state->texture_states[stage][WINED3D_TSS_ALPHA_OP];
3200 arg1 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG1];
3201 arg2 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG2];
3202 arg0 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG0];
3204 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !stage && state->textures[0])
3206 struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(state->textures[0]);
3207 GLenum texture_dimensions = texture_gl->target;
3209 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3211 if (texture_gl->t.async.color_key_flags & WINED3D_CKEY_SRC_BLT
3212 && !texture_gl->t.resource.format->alpha_size)
3214 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3215 * properly. On the other hand applications can still use texture combiners apparently. This code
3216 * takes care that apps cannot remove the texture's alpha channel entirely.
3218 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3219 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3220 * and alpha component of diffuse color to draw things like translucent text and perform other
3221 * blending effects.
3223 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3224 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3225 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3226 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3227 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3228 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3229 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3230 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3231 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3232 * alpha.
3234 * What to do with multitexturing? So far no app has been found that uses color keying with
3235 * multitexturing */
3236 if (op == WINED3D_TOP_DISABLE)
3238 arg1 = WINED3DTA_TEXTURE;
3239 op = WINED3D_TOP_SELECT_ARG1;
3241 else if (op == WINED3D_TOP_SELECT_ARG1 && arg1 != WINED3DTA_TEXTURE)
3243 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3245 arg2 = WINED3DTA_TEXTURE;
3246 op = WINED3D_TOP_MODULATE;
3248 else arg1 = WINED3DTA_TEXTURE;
3250 else if (op == WINED3D_TOP_SELECT_ARG2 && arg2 != WINED3DTA_TEXTURE)
3252 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3254 arg1 = WINED3DTA_TEXTURE;
3255 op = WINED3D_TOP_MODULATE;
3257 else arg2 = WINED3DTA_TEXTURE;
3263 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3264 * this if block here, and the other code(color keying, texture unit selection) are the same
3266 TRACE("Setting alpha op for stage %d\n", stage);
3267 if (gl_info->supported[NV_REGISTER_COMBINERS])
3269 set_tex_op_nvrc(gl_info, state, TRUE, stage, op, arg1, arg2, arg0,
3270 mapped_stage, state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
3272 else
3274 set_tex_op(gl_info, state, TRUE, stage, op, arg1, arg2, arg0);
3278 static void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3280 unsigned int tex = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3281 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3282 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3283 unsigned int mapped_stage = context_gl->tex_unit_map[tex];
3284 struct wined3d_matrix mat;
3286 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3287 if (use_vs(state) || isStateDirty(context, STATE_VDECL))
3289 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3290 return;
3293 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3294 if (mapped_stage >= gl_info->limits.textures) return;
3296 wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
3297 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
3298 checkGLcall("glMatrixMode(GL_TEXTURE)");
3300 get_texture_matrix(context, state, mapped_stage, &mat);
3302 gl_info->gl_ops.gl.p_glLoadMatrixf(&mat._11);
3303 checkGLcall("glLoadMatrixf");
3306 static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3308 unsigned int stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3309 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3310 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3311 unsigned int mapped_stage = context_gl->tex_unit_map[stage];
3313 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3314 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3315 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3316 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3318 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3320 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3321 return;
3324 if (mapped_stage >= min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], WINED3D_MAX_FRAGMENT_SAMPLERS))
3326 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3327 return;
3329 wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
3331 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3333 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3334 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3335 * means use the vertex position (camera-space) as the input texture coordinates
3336 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3337 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3338 * to the TEXCOORDINDEX value
3340 switch (state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
3342 case WINED3DTSS_TCI_PASSTHRU:
3343 /* Use the specified texture coordinates contained within the
3344 * vertex format. This value resolves to zero. */
3345 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3346 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3347 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3348 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3349 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3350 break;
3352 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3353 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3354 * as the input texture coordinates for this stage's texture transformation. This
3355 * equates roughly to EYE_LINEAR */
3357 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3358 gl_info->gl_ops.gl.p_glPushMatrix();
3359 gl_info->gl_ops.gl.p_glLoadIdentity();
3360 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3361 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3362 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3363 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3364 gl_info->gl_ops.gl.p_glPopMatrix();
3365 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3367 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3368 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3369 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3370 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3372 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3373 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3374 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3375 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3377 break;
3379 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3380 /* Note that NV_TEXGEN_REFLECTION support is implied when
3381 * ARB_TEXTURE_CUBE_MAP is supported */
3382 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3384 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3385 break;
3388 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3389 gl_info->gl_ops.gl.p_glPushMatrix();
3390 gl_info->gl_ops.gl.p_glLoadIdentity();
3391 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3392 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3393 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3394 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3395 gl_info->gl_ops.gl.p_glPopMatrix();
3396 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3398 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3399 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3400 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3401 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3403 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3404 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3405 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3406 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3408 break;
3410 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3411 /* Note that NV_TEXGEN_REFLECTION support is implied when
3412 * ARB_TEXTURE_CUBE_MAP is supported */
3413 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3415 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3416 break;
3419 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3420 gl_info->gl_ops.gl.p_glPushMatrix();
3421 gl_info->gl_ops.gl.p_glLoadIdentity();
3422 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3423 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3424 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3425 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3426 gl_info->gl_ops.gl.p_glPopMatrix();
3427 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3429 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3430 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3431 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3432 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3434 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3435 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3436 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3437 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3439 break;
3441 case WINED3DTSS_TCI_SPHEREMAP:
3442 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3443 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3444 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3446 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3447 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3448 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3449 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3451 break;
3453 default:
3454 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3455 state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX]);
3456 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3457 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3458 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3459 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3460 checkGLcall("Disable texgen.");
3462 break;
3465 /* Update the texture matrix. */
3466 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + stage)))
3467 transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3469 if (!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded)
3471 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3472 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3473 * and do all the things linked to it
3474 * TODO: Tidy that up to reload only the arrays of the changed unit
3476 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3478 wined3d_context_gl_unload_tex_coords(context_gl);
3479 wined3d_context_gl_load_tex_coords(context_gl, &context->stream_info, &curVBO, state);
3483 static void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3485 const DWORD sampler = state_id - STATE_SAMPLER(0);
3486 const struct wined3d_texture *texture = state->textures[sampler];
3488 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
3490 if (!texture)
3491 return;
3493 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3494 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3495 * scaling is reapplied or removed, the texture matrix has to be reapplied.
3497 if (sampler < WINED3D_MAX_TEXTURES)
3499 const BOOL tex_is_pow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3501 if (tex_is_pow2 || (context->lastWasPow2Texture & (1u << sampler)))
3503 if (tex_is_pow2)
3504 context->lastWasPow2Texture |= 1u << sampler;
3505 else
3506 context->lastWasPow2Texture &= ~(1u << sampler);
3508 transform_texture(context, state, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3513 static enum wined3d_texture_address wined3d_texture_gl_address_mode(const struct wined3d_texture_gl *texture_gl,
3514 enum wined3d_texture_address t)
3516 if (t < WINED3D_TADDRESS_WRAP || t > WINED3D_TADDRESS_MIRROR_ONCE)
3518 FIXME("Unrecognized or unsupported texture address mode %#x.\n", t);
3519 return WINED3D_TADDRESS_WRAP;
3522 /* Cubemaps are always set to clamp, regardless of the sampler state. */
3523 if (texture_gl->target == GL_TEXTURE_CUBE_MAP_ARB || ((texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2)
3524 && t == WINED3D_TADDRESS_WRAP))
3525 return WINED3D_TADDRESS_CLAMP;
3527 return t;
3530 static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc *desc,
3531 const struct wined3d_context_gl *context_gl, const DWORD *sampler_states,
3532 const struct wined3d_texture_gl *texture_gl)
3534 union
3536 float f;
3537 DWORD d;
3538 } lod_bias;
3540 desc->address_u = wined3d_texture_gl_address_mode(texture_gl, sampler_states[WINED3D_SAMP_ADDRESS_U]);
3541 desc->address_v = wined3d_texture_gl_address_mode(texture_gl, sampler_states[WINED3D_SAMP_ADDRESS_V]);
3542 desc->address_w = wined3d_texture_gl_address_mode(texture_gl, sampler_states[WINED3D_SAMP_ADDRESS_W]);
3543 wined3d_color_from_d3dcolor((struct wined3d_color *)desc->border_color,
3544 sampler_states[WINED3D_SAMP_BORDER_COLOR]);
3545 if (sampler_states[WINED3D_SAMP_MAG_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3546 FIXME("Unrecognized or unsupported WINED3D_SAMP_MAG_FILTER %#x.\n",
3547 sampler_states[WINED3D_SAMP_MAG_FILTER]);
3548 desc->mag_filter = min(max(sampler_states[WINED3D_SAMP_MAG_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3549 if (sampler_states[WINED3D_SAMP_MIN_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3550 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIN_FILTER %#x.\n",
3551 sampler_states[WINED3D_SAMP_MIN_FILTER]);
3552 desc->min_filter = min(max(sampler_states[WINED3D_SAMP_MIN_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3553 if (sampler_states[WINED3D_SAMP_MIP_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3554 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIP_FILTER %#x.\n",
3555 sampler_states[WINED3D_SAMP_MIP_FILTER]);
3556 desc->mip_filter = min(max(sampler_states[WINED3D_SAMP_MIP_FILTER], WINED3D_TEXF_NONE), WINED3D_TEXF_LINEAR);
3557 lod_bias.d = sampler_states[WINED3D_SAMP_MIPMAP_LOD_BIAS];
3558 desc->lod_bias = lod_bias.f;
3559 desc->min_lod = -1000.0f;
3560 desc->max_lod = 1000.0f;
3561 desc->mip_base_level = sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL];
3562 desc->max_anisotropy = sampler_states[WINED3D_SAMP_MAX_ANISOTROPY];
3563 if ((sampler_states[WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_ANISOTROPIC
3564 && sampler_states[WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_ANISOTROPIC
3565 && sampler_states[WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_ANISOTROPIC)
3566 || (texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2))
3567 desc->max_anisotropy = 1;
3568 desc->compare = texture_gl->t.resource.format_flags & WINED3DFMT_FLAG_SHADOW;
3569 desc->comparison_func = WINED3D_CMP_LESSEQUAL;
3570 desc->srgb_decode = is_srgb_enabled(sampler_states);
3572 if (!(texture_gl->t.resource.format_flags & WINED3DFMT_FLAG_FILTERING))
3574 desc->mag_filter = WINED3D_TEXF_POINT;
3575 desc->min_filter = WINED3D_TEXF_POINT;
3576 desc->mip_filter = WINED3D_TEXF_NONE;
3579 if (texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2)
3581 desc->mip_filter = WINED3D_TEXF_NONE;
3582 if (context_gl->gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
3583 desc->min_filter = WINED3D_TEXF_POINT;
3587 /* Enabling and disabling texture dimensions is done by texture stage state /
3588 * pixel shader setup, this function only has to bind textures and set the per
3589 * texture states. */
3590 static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3592 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3593 unsigned int sampler_idx = state_id - STATE_SAMPLER(0);
3594 unsigned int mapped_stage = context_gl->tex_unit_map[sampler_idx];
3595 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3597 TRACE("Sampler %u.\n", sampler_idx);
3599 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3601 TRACE("No sampler mapped to stage %u. Returning.\n", sampler_idx);
3602 return;
3605 if (mapped_stage >= gl_info->limits.graphics_samplers)
3606 return;
3607 wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
3609 if (state->textures[sampler_idx])
3611 struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(state->textures[sampler_idx]);
3612 const DWORD *sampler_states = state->sampler_states[sampler_idx];
3613 struct wined3d_device *device = context->device;
3614 BOOL srgb = is_srgb_enabled(sampler_states);
3615 struct wined3d_sampler_desc desc;
3616 struct wined3d_sampler *sampler;
3617 struct wine_rb_entry *entry;
3619 wined3d_sampler_desc_from_sampler_states(&desc, context_gl, sampler_states, texture_gl);
3621 wined3d_texture_gl_bind(texture_gl, context_gl, srgb);
3623 if ((entry = wine_rb_get(&device->samplers, &desc)))
3625 sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
3627 else
3629 if (FAILED(wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &sampler)))
3631 ERR("Failed to create sampler.\n");
3632 return;
3634 if (wine_rb_put(&device->samplers, &desc, &sampler->entry) == -1)
3636 ERR("Failed to insert sampler.\n");
3637 wined3d_sampler_decref(sampler);
3638 return;
3642 wined3d_sampler_gl_bind(wined3d_sampler_gl(sampler), mapped_stage, texture_gl, context_gl);
3644 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3645 if (!(texture_gl->t.flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3646 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
3648 else
3650 wined3d_context_gl_bind_texture(context_gl, GL_NONE, 0);
3651 if (gl_info->supported[ARB_SAMPLER_OBJECTS])
3653 GL_EXTCALL(glBindSampler(mapped_stage, 0));
3654 checkGLcall("glBindSampler");
3659 void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3661 unsigned int i;
3663 if (use_ps(state))
3665 if (!context->last_was_pshader)
3667 /* Former draw without a pixel shader, some samplers may be
3668 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3669 * make sure to enable them. */
3670 for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
3672 if (!isStateDirty(context, STATE_SAMPLER(i)))
3673 sampler(context, state, STATE_SAMPLER(i));
3675 context->last_was_pshader = TRUE;
3677 else
3679 /* Otherwise all samplers were activated by the code above in
3680 * earlier draws, or by sampler() if a different texture was
3681 * bound. I don't have to do anything. */
3684 else
3686 /* Disabled the pixel shader - color ops weren't applied while it was
3687 * enabled, so re-apply them. */
3688 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
3690 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)))
3691 context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3693 context->last_was_pshader = FALSE;
3696 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
3699 static void state_compute_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3701 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_COMPUTE;
3704 static void state_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3706 enum wined3d_shader_type shader_type = state_id - STATE_SHADER(0);
3707 context->shader_update_mask |= 1u << shader_type;
3710 static void shader_bumpenv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3712 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
3715 static void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3717 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
3718 struct wined3d_matrix mat;
3720 /* This function is called by transform_view below if the view matrix was changed too
3722 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3723 * does not always update the world matrix, only on a switch between transformed
3724 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3725 * draw, but that should be rather rare and cheaper in total.
3727 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3728 checkGLcall("glMatrixMode");
3730 get_modelview_matrix(context, state, 0, &mat);
3732 gl_info->gl_ops.gl.p_glLoadMatrixf((GLfloat *)&mat);
3733 checkGLcall("glLoadMatrixf");
3736 void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3738 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
3739 UINT index = state_id - STATE_CLIPPLANE(0);
3740 GLdouble plane[4];
3742 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)) || index >= gl_info->limits.user_clip_distances)
3743 return;
3745 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3746 gl_info->gl_ops.gl.p_glPushMatrix();
3748 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3749 if (!use_vs(state))
3750 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3751 else
3752 /* With vertex shaders, clip planes are not transformed in Direct3D,
3753 * while in OpenGL they are still transformed by the model view matrix. */
3754 gl_info->gl_ops.gl.p_glLoadIdentity();
3756 plane[0] = state->clip_planes[index].x;
3757 plane[1] = state->clip_planes[index].y;
3758 plane[2] = state->clip_planes[index].z;
3759 plane[3] = state->clip_planes[index].w;
3761 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3762 plane[0], plane[1], plane[2], plane[3]);
3763 gl_info->gl_ops.gl.p_glClipPlane(GL_CLIP_PLANE0 + index, plane);
3764 checkGLcall("glClipPlane");
3766 gl_info->gl_ops.gl.p_glPopMatrix();
3769 static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3771 unsigned int matrix = state_id - STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3773 WARN("Unsupported world matrix %u set.\n", matrix);
3776 static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3778 enum wined3d_vertex_blend_flags f = state->render_states[WINED3D_RS_VERTEXBLEND];
3779 static unsigned int once;
3781 if (f == WINED3D_VBF_DISABLE)
3782 return;
3784 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3785 else WARN("Vertex blend flags %#x not supported.\n", f);
3788 static void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3790 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
3791 const struct wined3d_light_info *light = NULL;
3792 unsigned int k;
3794 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3795 * NOTE: We have to reset the positions even if the light/plane is not currently
3796 * enabled, since the call to enable it will not reset the position.
3797 * NOTE2: Apparently texture transforms do NOT need reapplying
3800 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3801 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3802 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3803 checkGLcall("glLoadMatrixf(...)");
3805 /* Reset lights. TODO: Call light apply func */
3806 for (k = 0; k < gl_info->limits.lights; ++k)
3808 if (!(light = state->light_state.lights[k]))
3809 continue;
3810 if (light->OriginalParms.type == WINED3D_LIGHT_DIRECTIONAL)
3811 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->direction.x);
3812 else
3813 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->position.x);
3814 checkGLcall("glLightfv posn");
3815 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, &light->direction.x);
3816 checkGLcall("glLightfv dirn");
3819 /* Reset Clipping Planes */
3820 for (k = 0; k < gl_info->limits.user_clip_distances; ++k)
3822 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
3823 clipplane(context, state, STATE_CLIPPLANE(k));
3826 if (context->last_was_rhw)
3828 gl_info->gl_ops.gl.p_glLoadIdentity();
3829 checkGLcall("glLoadIdentity()");
3830 /* No need to update the world matrix, the identity is fine */
3831 return;
3834 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3835 * No need to do it here if the state is scheduled for update. */
3836 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3837 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3840 static void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3842 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
3843 struct wined3d_matrix projection;
3845 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
3846 checkGLcall("glMatrixMode(GL_PROJECTION)");
3848 get_projection_matrix(context, state, &projection);
3849 gl_info->gl_ops.gl.p_glLoadMatrixf(&projection._11);
3850 checkGLcall("glLoadMatrixf");
3853 static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3855 if (isStateDirty(context, STATE_VDECL))
3856 return;
3857 wined3d_context_gl_update_stream_sources(wined3d_context_gl(context), state);
3860 static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3862 if (isStateDirty(context, STATE_STREAMSRC))
3863 return;
3864 wined3d_context_gl_update_stream_sources(wined3d_context_gl(context), state);
3867 static void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3869 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3870 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3871 BOOL useVertexShaderFunction = use_vs(state);
3872 BOOL updateFog = FALSE;
3873 BOOL transformed;
3874 BOOL wasrhw = context->last_was_rhw;
3875 unsigned int i;
3877 transformed = context->stream_info.position_transformed;
3878 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
3879 updateFog = TRUE;
3881 context->last_was_rhw = transformed;
3883 if (context->stream_info.swizzle_map != context->last_swizzle_map)
3884 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
3886 context->last_swizzle_map = context->stream_info.swizzle_map;
3888 /* Don't have to apply the matrices when vertex shaders are used. When
3889 * vshaders are turned off this function will be called again anyway to
3890 * make sure they're properly set. */
3891 if (!useVertexShaderFunction)
3893 /* TODO: Move this mainly to the viewport state and only apply when
3894 * the vp has changed or transformed / untransformed was switched. */
3895 if (wasrhw != context->last_was_rhw
3896 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION))
3897 && !isStateDirty(context, STATE_VIEWPORT))
3898 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
3899 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
3900 * mode.
3902 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
3903 * this check will fail and the matrix not applied again. This is OK because a simple
3904 * world matrix change reapplies the matrix - These checks here are only to satisfy the
3905 * needs of the vertex declaration.
3907 * World and view matrix go into the same gl matrix, so only apply them when neither is
3908 * dirty
3910 if (transformed != wasrhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
3911 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
3912 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3913 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_COLORVERTEX)))
3914 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_COLORVERTEX));
3915 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_LIGHTING)))
3916 state_lighting(context, state, STATE_RENDER(WINED3D_RS_LIGHTING));
3918 if (context->last_was_vshader)
3920 updateFog = TRUE;
3922 if (!context->d3d_info->vs_clipping
3923 && !isStateDirty(context, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE)))
3925 state_clipping(context, state, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE));
3928 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
3930 clipplane(context, state, STATE_CLIPPLANE(i));
3933 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS)))
3934 state_normalize(context, state, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS));
3936 else
3938 if (!context->last_was_vshader)
3940 static BOOL warned = FALSE;
3941 if (!context->d3d_info->vs_clipping)
3943 /* Disable all clip planes to get defined results on all drivers. See comment in the
3944 * state_clipping state handler
3946 wined3d_context_gl_enable_clip_distances(context_gl, 0);
3948 if (!warned && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
3950 FIXME("Clipping not supported with vertex shaders.\n");
3951 warned = TRUE;
3954 if (wasrhw)
3956 /* Apply the transform matrices when switching from rhw
3957 * drawing to vertex shaders. Vertex shaders themselves do
3958 * not need it, but the matrices are not reapplied
3959 * automatically when switching back from vertex shaders to
3960 * fixed function processing. So make sure we leave the fixed
3961 * function vertex processing states back in a sane state
3962 * before switching to shaders. */
3963 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
3964 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
3965 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3966 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3968 updateFog = TRUE;
3970 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
3971 * (Note: ARB shaders can read the clip planes for clipping emulation even if
3972 * device->vs_clipping is false.
3974 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
3976 clipplane(context, state, STATE_CLIPPLANE(i));
3981 context->last_was_vshader = useVertexShaderFunction;
3982 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
3984 if (updateFog)
3985 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE));
3987 if (!useVertexShaderFunction)
3989 unsigned int i;
3991 for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
3993 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + i)))
3994 transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3997 if (use_ps(state) && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.major == 1
3998 && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.minor <= 3)
3999 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
4003 static void get_viewports(struct wined3d_context *context, const struct wined3d_state *state,
4004 unsigned int viewport_count, struct wined3d_viewport *viewports)
4006 const struct wined3d_rendertarget_view *depth_stencil = state->fb->depth_stencil;
4007 const struct wined3d_rendertarget_view *target = state->fb->render_targets[0];
4008 unsigned int width, height, i;
4010 for (i = 0; i < viewport_count; ++i)
4011 viewports[i] = state->viewports[i];
4013 /* Note: GL uses a lower left origin while DirectX uses upper left. This
4014 * is reversed when using offscreen rendering. */
4015 if (context->render_offscreen)
4016 return;
4018 if (target)
4020 wined3d_rendertarget_view_get_drawable_size(target, context, &width, &height);
4022 else if (depth_stencil)
4024 height = depth_stencil->height;
4026 else
4028 FIXME("Could not get the height of render targets.\n");
4029 return;
4032 for (i = 0; i < viewport_count; ++i)
4033 viewports[i].y = height - (viewports[i].y + viewports[i].height);
4036 static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4038 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4039 struct wined3d_viewport vp[WINED3D_MAX_VIEWPORTS];
4040 float min_z, max_z;
4042 if (gl_info->supported[ARB_VIEWPORT_ARRAY])
4044 GLdouble depth_ranges[2 * WINED3D_MAX_VIEWPORTS];
4045 GLfloat viewports[4 * WINED3D_MAX_VIEWPORTS];
4047 unsigned int i, reset_count = 0;
4049 get_viewports(context, state, state->viewport_count, vp);
4050 for (i = 0; i < state->viewport_count; ++i)
4052 wined3d_viewport_get_z_range(&vp[i], &min_z, &max_z);
4053 depth_ranges[i * 2] = min_z;
4054 depth_ranges[i * 2 + 1] = max_z;
4056 viewports[i * 4] = vp[i].x;
4057 viewports[i * 4 + 1] = vp[i].y;
4058 viewports[i * 4 + 2] = vp[i].width;
4059 viewports[i * 4 + 3] = vp[i].height;
4062 if (context->viewport_count > state->viewport_count)
4063 reset_count = context->viewport_count - state->viewport_count;
4065 if (reset_count)
4067 memset(&depth_ranges[state->viewport_count * 2], 0, reset_count * 2 * sizeof(*depth_ranges));
4068 memset(&viewports[state->viewport_count * 4], 0, reset_count * 4 * sizeof(*viewports));
4071 GL_EXTCALL(glDepthRangeArrayv(0, state->viewport_count + reset_count, depth_ranges));
4072 GL_EXTCALL(glViewportArrayv(0, state->viewport_count + reset_count, viewports));
4073 context->viewport_count = state->viewport_count;
4075 else
4077 get_viewports(context, state, 1, vp);
4078 wined3d_viewport_get_z_range(&vp[0], &min_z, &max_z);
4079 gl_info->gl_ops.gl.p_glDepthRange(min_z, max_z);
4080 gl_info->gl_ops.gl.p_glViewport(vp[0].x, vp[0].y, vp[0].width, vp[0].height);
4082 checkGLcall("setting clip space and viewport");
4085 static void viewport_miscpart_cc(struct wined3d_context *context,
4086 const struct wined3d_state *state, DWORD state_id)
4088 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4089 /* See get_projection_matrix() in utils.c for a discussion about those values. */
4090 float pixel_center_offset = context->d3d_info->wined3d_creation_flags
4091 & WINED3D_PIXEL_CENTER_INTEGER ? 63.0f / 128.0f : -1.0f / 128.0f;
4092 struct wined3d_viewport vp[WINED3D_MAX_VIEWPORTS];
4093 GLdouble depth_ranges[2 * WINED3D_MAX_VIEWPORTS];
4094 GLfloat viewports[4 * WINED3D_MAX_VIEWPORTS];
4095 unsigned int i, reset_count = 0;
4096 float min_z, max_z;
4098 get_viewports(context, state, state->viewport_count, vp);
4100 GL_EXTCALL(glClipControl(context->render_offscreen ? GL_UPPER_LEFT : GL_LOWER_LEFT, GL_ZERO_TO_ONE));
4102 for (i = 0; i < state->viewport_count; ++i)
4104 wined3d_viewport_get_z_range(&vp[i], &min_z, &max_z);
4105 depth_ranges[i * 2] = min_z;
4106 depth_ranges[i * 2 + 1] = max_z;
4108 viewports[i * 4] = vp[i].x + pixel_center_offset;
4109 viewports[i * 4 + 1] = vp[i].y + pixel_center_offset;
4110 viewports[i * 4 + 2] = vp[i].width;
4111 viewports[i * 4 + 3] = vp[i].height;
4114 if (context->viewport_count > state->viewport_count)
4115 reset_count = context->viewport_count - state->viewport_count;
4117 if (reset_count)
4119 memset(&depth_ranges[state->viewport_count * 2], 0, reset_count * 2 * sizeof(*depth_ranges));
4120 memset(&viewports[state->viewport_count * 4], 0, reset_count * 4 * sizeof(*viewports));
4123 GL_EXTCALL(glDepthRangeArrayv(0, state->viewport_count + reset_count, depth_ranges));
4124 GL_EXTCALL(glViewportArrayv(0, state->viewport_count + reset_count, viewports));
4125 context->viewport_count = state->viewport_count;
4127 checkGLcall("setting clip space and viewport");
4130 static void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4132 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4133 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4134 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
4135 && state->render_states[WINED3D_RS_POINTSCALEENABLE])
4136 state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
4137 /* Update the position fixup. */
4138 context->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
4141 static void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4143 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4144 UINT Index = state_id - STATE_ACTIVELIGHT(0);
4145 const struct wined3d_light_info *lightInfo = state->light_state.lights[Index];
4147 if (!lightInfo)
4149 gl_info->gl_ops.gl.p_glDisable(GL_LIGHT0 + Index);
4150 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4152 else
4154 float quad_att;
4156 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4157 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
4158 gl_info->gl_ops.gl.p_glPushMatrix();
4159 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
4161 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, &lightInfo->OriginalParms.diffuse.r);
4162 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, &lightInfo->OriginalParms.specular.r);
4163 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, &lightInfo->OriginalParms.ambient.r);
4164 checkGLcall("glLightfv");
4166 if ((lightInfo->OriginalParms.range * lightInfo->OriginalParms.range) >= FLT_MIN)
4167 quad_att = 1.4f / (lightInfo->OriginalParms.range * lightInfo->OriginalParms.range);
4168 else
4169 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4171 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4172 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4173 * Attenuation0 to NaN and crashes in the gl lib
4176 switch (lightInfo->OriginalParms.type)
4178 case WINED3D_LIGHT_POINT:
4179 /* Position */
4180 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
4181 checkGLcall("glLightfv");
4182 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4183 checkGLcall("glLightf");
4184 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4185 lightInfo->OriginalParms.attenuation0);
4186 checkGLcall("glLightf");
4187 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4188 lightInfo->OriginalParms.attenuation1);
4189 checkGLcall("glLightf");
4190 if (quad_att < lightInfo->OriginalParms.attenuation2)
4191 quad_att = lightInfo->OriginalParms.attenuation2;
4192 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4193 checkGLcall("glLightf");
4194 /* FIXME: Range */
4195 break;
4197 case WINED3D_LIGHT_SPOT:
4198 /* Position */
4199 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
4200 checkGLcall("glLightfv");
4201 /* Direction */
4202 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->direction.x);
4203 checkGLcall("glLightfv");
4204 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4205 checkGLcall("glLightf");
4206 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4207 checkGLcall("glLightf");
4208 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4209 lightInfo->OriginalParms.attenuation0);
4210 checkGLcall("glLightf");
4211 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4212 lightInfo->OriginalParms.attenuation1);
4213 checkGLcall("glLightf");
4214 if (quad_att < lightInfo->OriginalParms.attenuation2)
4215 quad_att = lightInfo->OriginalParms.attenuation2;
4216 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4217 checkGLcall("glLightf");
4218 /* FIXME: Range */
4219 break;
4221 case WINED3D_LIGHT_DIRECTIONAL:
4222 /* Direction */
4223 /* Note GL uses w position of 0 for direction! */
4224 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->direction.x);
4225 checkGLcall("glLightfv");
4226 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4227 checkGLcall("glLightf");
4228 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4229 checkGLcall("glLightf");
4230 break;
4232 default:
4233 FIXME("Unrecognized light type %#x.\n", lightInfo->OriginalParms.type);
4236 /* Restore the modelview matrix */
4237 gl_info->gl_ops.gl.p_glPopMatrix();
4239 gl_info->gl_ops.gl.p_glEnable(GL_LIGHT0 + Index);
4240 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4244 static void scissorrect(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4246 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4247 unsigned int height = 0;
4248 const RECT *r;
4250 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4251 * so our viewport correction does not apply. Warning2: Even in windowed
4252 * mode the coords are relative to the window, not the screen. */
4254 if (!context->render_offscreen)
4256 const struct wined3d_rendertarget_view *target = state->fb->render_targets[0];
4257 unsigned int width;
4259 wined3d_rendertarget_view_get_drawable_size(target, context, &width, &height);
4262 if (gl_info->supported[ARB_VIEWPORT_ARRAY])
4264 GLint sr[4 * WINED3D_MAX_VIEWPORTS];
4265 unsigned int i, reset_count = 0;
4267 for (i = 0; i < state->scissor_rect_count; ++i)
4269 r = &state->scissor_rects[i];
4271 sr[i * 4] = r->left;
4272 sr[i * 4 + 1] = height ? height - r->top : r->top;
4273 sr[i * 4 + 2] = r->right - r->left;
4274 sr[i * 4 + 3] = r->bottom - r->top;
4277 if (context->scissor_rect_count > state->scissor_rect_count)
4278 reset_count = context->scissor_rect_count - state->scissor_rect_count;
4280 if (reset_count)
4281 memset(&sr[state->scissor_rect_count * 4], 0, reset_count * 4 * sizeof(GLint));
4283 GL_EXTCALL(glScissorArrayv(0, state->scissor_rect_count + reset_count, sr));
4284 checkGLcall("glScissorArrayv");
4285 context->scissor_rect_count = state->scissor_rect_count;
4287 else
4289 r = &state->scissor_rects[0];
4290 gl_info->gl_ops.gl.p_glScissor(r->left, height ? height - r->top : r->top,
4291 r->right - r->left, r->bottom - r->top);
4292 checkGLcall("glScissor");
4296 static void indexbuffer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4298 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4299 const struct wined3d_stream_info *stream_info = &context->stream_info;
4300 const struct wined3d_buffer *ib = state->index_buffer;
4302 if (!ib || !stream_info->all_vbo)
4303 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
4304 else
4305 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib->buffer_object));
4308 static void depth_clip(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
4310 if (!gl_info->supported[ARB_DEPTH_CLAMP])
4312 if (r && !r->desc.depth_clip)
4313 FIXME("Depth clamp not supported by this GL implementation.\n");
4314 return;
4317 if (r && !r->desc.depth_clip)
4318 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_CLAMP);
4319 else
4320 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_CLAMP);
4321 checkGLcall("depth clip");
4324 static void rasterizer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4326 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4327 GLenum mode;
4329 mode = state->rasterizer_state && state->rasterizer_state->desc.front_ccw ? GL_CCW : GL_CW;
4330 if (context->render_offscreen)
4331 mode = (mode == GL_CW) ? GL_CCW : GL_CW;
4333 gl_info->gl_ops.gl.p_glFrontFace(mode);
4334 checkGLcall("glFrontFace");
4335 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_DEPTHBIAS)))
4336 state_depthbias(context, state, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4337 depth_clip(state->rasterizer_state, gl_info);
4340 static void rasterizer_cc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4342 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4343 GLenum mode;
4345 mode = state->rasterizer_state && state->rasterizer_state->desc.front_ccw ? GL_CCW : GL_CW;
4347 gl_info->gl_ops.gl.p_glFrontFace(mode);
4348 checkGLcall("glFrontFace");
4349 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_DEPTHBIAS)))
4350 state_depthbias(context, state, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4351 depth_clip(state->rasterizer_state, gl_info);
4354 static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4356 static BOOL warned;
4358 if (!warned)
4360 WARN("Point sprite coordinate origin switching not supported.\n");
4361 warned = TRUE;
4365 static void psorigin(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4367 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4368 GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
4370 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, origin));
4371 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4374 void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4376 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4378 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4380 if (needs_srgb_write(context, state, state->fb))
4381 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
4382 else
4383 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
4386 static void state_cb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4388 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4389 enum wined3d_shader_type shader_type;
4390 struct wined3d_buffer *buffer;
4391 unsigned int i, base, count;
4393 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4395 if (STATE_IS_GRAPHICS_CONSTANT_BUFFER(state_id))
4396 shader_type = state_id - STATE_GRAPHICS_CONSTANT_BUFFER(0);
4397 else
4398 shader_type = WINED3D_SHADER_TYPE_COMPUTE;
4400 wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, shader_type, &base, &count);
4401 for (i = 0; i < count; ++i)
4403 buffer = state->cb[shader_type][i];
4404 GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER, base + i, buffer ? buffer->buffer_object : 0));
4406 checkGLcall("bind constant buffers");
4409 static void state_cb_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4411 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4413 WARN("Constant buffers (%s) no supported.\n", debug_d3dstate(state_id));
4416 static void state_shader_resource_binding(struct wined3d_context *context,
4417 const struct wined3d_state *state, DWORD state_id)
4419 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4421 context->update_shader_resource_bindings = 1;
4424 static void state_cs_resource_binding(struct wined3d_context *context,
4425 const struct wined3d_state *state, DWORD state_id)
4427 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4428 context->update_compute_shader_resource_bindings = 1;
4431 static void state_uav_binding(struct wined3d_context *context,
4432 const struct wined3d_state *state, DWORD state_id)
4434 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4435 context->update_unordered_access_view_bindings = 1;
4438 static void state_cs_uav_binding(struct wined3d_context *context,
4439 const struct wined3d_state *state, DWORD state_id)
4441 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4442 context->update_compute_unordered_access_view_bindings = 1;
4445 static void state_uav_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4447 WARN("ARB_image_load_store is not supported by OpenGL implementation.\n");
4450 static void state_so(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4452 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
4453 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4454 struct wined3d_buffer *buffer;
4455 unsigned int offset, size, i;
4457 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4459 wined3d_context_gl_end_transform_feedback(context_gl);
4461 for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
4463 if (!(buffer = state->stream_output[i].buffer))
4465 GL_EXTCALL(glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, i, 0));
4466 continue;
4469 offset = state->stream_output[i].offset;
4470 if (offset == ~0u)
4472 FIXME("Appending to stream output buffers not implemented.\n");
4473 offset = 0;
4475 size = buffer->resource.size - offset;
4476 GL_EXTCALL(glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, i, buffer->buffer_object, offset, size));
4478 checkGLcall("bind transform feedback buffers");
4481 static void state_so_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4483 WARN("Transform feedback not supported.\n");
4486 const struct wined3d_state_entry_template misc_state_template[] =
4488 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4489 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4490 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4491 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4492 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4493 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4494 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4495 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb_warn, }, WINED3D_GL_EXT_NONE },
4496 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4497 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4498 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4499 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4500 { STATE_GRAPHICS_SHADER_RESOURCE_BINDING, { STATE_GRAPHICS_SHADER_RESOURCE_BINDING, state_shader_resource_binding}, WINED3D_GL_EXT_NONE },
4501 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, state_uav_binding }, ARB_SHADER_IMAGE_LOAD_STORE },
4502 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, state_uav_warn }, WINED3D_GL_EXT_NONE },
4503 { STATE_COMPUTE_SHADER_RESOURCE_BINDING, { STATE_COMPUTE_SHADER_RESOURCE_BINDING, state_cs_resource_binding}, WINED3D_GL_EXT_NONE },
4504 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, state_cs_uav_binding}, ARB_SHADER_IMAGE_LOAD_STORE },
4505 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, state_uav_warn }, WINED3D_GL_EXT_NONE },
4506 { STATE_STREAM_OUTPUT, { STATE_STREAM_OUTPUT, state_so, }, WINED3D_GL_VERSION_3_2 },
4507 { STATE_STREAM_OUTPUT, { STATE_STREAM_OUTPUT, state_so_warn, }, WINED3D_GL_EXT_NONE },
4508 { STATE_RENDER(WINED3D_RS_SRCBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4509 { STATE_RENDER(WINED3D_RS_DESTBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4510 { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4511 { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS), { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS), state_line_antialias}, WINED3D_GL_EXT_NONE },
4512 { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE), state_line_antialias}, WINED3D_GL_EXT_NONE },
4513 { STATE_RENDER(WINED3D_RS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4514 { STATE_RENDER(WINED3D_RS_SRCBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4515 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4516 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4517 { STATE_RENDER(WINED3D_RS_BLENDOPALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4518 { STATE_BLEND, { STATE_BLEND, state_blend_object }, WINED3D_GL_EXT_NONE },
4519 { STATE_BLEND_FACTOR, { STATE_BLEND_FACTOR, state_blend_factor }, EXT_BLEND_COLOR },
4520 { STATE_BLEND_FACTOR, { STATE_BLEND_FACTOR, state_blend_factor_w}, WINED3D_GL_EXT_NONE },
4521 { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
4522 { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
4523 { STATE_RASTERIZER, { STATE_RASTERIZER, rasterizer_cc }, ARB_CLIP_CONTROL },
4524 { STATE_RASTERIZER, { STATE_RASTERIZER, rasterizer }, WINED3D_GL_EXT_NONE },
4525 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4526 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, state_nop }, ARB_CLIP_CONTROL },
4527 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
4528 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
4530 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
4531 * vshader loadings are untied from each other
4533 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4534 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4535 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4536 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4537 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4538 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4539 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4540 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4541 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4542 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4543 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4544 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4545 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4546 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4547 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4548 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4549 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4550 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4551 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4552 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4553 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4554 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4555 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4556 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4557 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4558 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4559 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4560 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4561 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4562 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4563 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4564 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4565 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4566 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4567 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4568 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4569 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4570 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4571 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4572 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4573 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4574 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4575 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4576 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4577 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4578 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4579 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4580 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4582 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart_cc}, ARB_CLIP_CONTROL },
4583 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4584 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4585 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
4586 { STATE_RENDER(WINED3D_RS_ANTIALIAS), { STATE_RENDER(WINED3D_RS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4587 { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), state_nop }, WINED3D_GL_EXT_NONE },
4588 { STATE_RENDER(WINED3D_RS_ZENABLE), { STATE_RENDER(WINED3D_RS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
4589 { STATE_RENDER(WINED3D_RS_WRAPU), { STATE_RENDER(WINED3D_RS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4590 { STATE_RENDER(WINED3D_RS_WRAPV), { STATE_RENDER(WINED3D_RS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4591 { STATE_RENDER(WINED3D_RS_FILLMODE), { STATE_RENDER(WINED3D_RS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
4592 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern }, WINED3D_GL_LEGACY_CONTEXT },
4593 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern_w }, WINED3D_GL_EXT_NONE },
4594 { STATE_RENDER(WINED3D_RS_MONOENABLE), { STATE_RENDER(WINED3D_RS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4595 { STATE_RENDER(WINED3D_RS_ROP2), { STATE_RENDER(WINED3D_RS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4596 { STATE_RENDER(WINED3D_RS_PLANEMASK), { STATE_RENDER(WINED3D_RS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4597 { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), state_zwriteenable }, WINED3D_GL_EXT_NONE },
4598 { STATE_RENDER(WINED3D_RS_LASTPIXEL), { STATE_RENDER(WINED3D_RS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
4599 { STATE_RENDER(WINED3D_RS_CULLMODE), { STATE_RENDER(WINED3D_RS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
4600 { STATE_RENDER(WINED3D_RS_ZFUNC), { STATE_RENDER(WINED3D_RS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
4601 { STATE_RENDER(WINED3D_RS_DITHERENABLE), { STATE_RENDER(WINED3D_RS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4602 { STATE_RENDER(WINED3D_RS_SUBPIXEL), { STATE_RENDER(WINED3D_RS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
4603 { STATE_RENDER(WINED3D_RS_SUBPIXELX), { STATE_RENDER(WINED3D_RS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
4604 { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
4605 { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
4606 { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
4607 { STATE_RENDER(WINED3D_RS_ANISOTROPY), { STATE_RENDER(WINED3D_RS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
4608 { STATE_RENDER(WINED3D_RS_FLUSHBATCH), { STATE_RENDER(WINED3D_RS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
4609 { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),state_translucentsi }, WINED3D_GL_EXT_NONE },
4610 { STATE_RENDER(WINED3D_RS_STENCILENABLE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4611 { STATE_RENDER(WINED3D_RS_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4612 { STATE_RENDER(WINED3D_RS_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4613 { STATE_RENDER(WINED3D_RS_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4614 { STATE_RENDER(WINED3D_RS_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4615 { STATE_RENDER(WINED3D_RS_STENCILREF), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4616 { STATE_RENDER(WINED3D_RS_STENCILMASK), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4617 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite2s_ext}, EXT_STENCIL_TWO_SIDE },
4618 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
4619 { STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4620 { STATE_RENDER(WINED3D_RS_BACK_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4621 { STATE_RENDER(WINED3D_RS_BACK_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4622 { STATE_RENDER(WINED3D_RS_BACK_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4623 { STATE_RENDER(WINED3D_RS_BACK_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4624 { STATE_RENDER(WINED3D_RS_WRAP0), { STATE_RENDER(WINED3D_RS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4625 { STATE_RENDER(WINED3D_RS_WRAP1), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4626 { STATE_RENDER(WINED3D_RS_WRAP2), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4627 { STATE_RENDER(WINED3D_RS_WRAP3), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4628 { STATE_RENDER(WINED3D_RS_WRAP4), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4629 { STATE_RENDER(WINED3D_RS_WRAP5), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4630 { STATE_RENDER(WINED3D_RS_WRAP6), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4631 { STATE_RENDER(WINED3D_RS_WRAP7), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4632 { STATE_RENDER(WINED3D_RS_WRAP8), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4633 { STATE_RENDER(WINED3D_RS_WRAP9), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4634 { STATE_RENDER(WINED3D_RS_WRAP10), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4635 { STATE_RENDER(WINED3D_RS_WRAP11), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4636 { STATE_RENDER(WINED3D_RS_WRAP12), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4637 { STATE_RENDER(WINED3D_RS_WRAP13), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4638 { STATE_RENDER(WINED3D_RS_WRAP14), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4639 { STATE_RENDER(WINED3D_RS_WRAP15), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4640 { STATE_RENDER(WINED3D_RS_EXTENTS), { STATE_RENDER(WINED3D_RS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
4641 { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
4642 { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
4643 { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
4644 { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
4645 { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
4646 { STATE_RENDER(WINED3D_RS_NORMALDEGREE), { STATE_RENDER(WINED3D_RS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
4647 { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4648 { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4649 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4650 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4651 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4652 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4653 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
4654 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_tessellation }, WINED3D_GL_EXT_NONE },
4655 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
4656 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
4657 { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
4658 { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
4659 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
4660 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
4661 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop }, WINED3D_GL_BLEND_EQUATION },
4662 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
4663 { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
4664 { STATE_RENDER(WINED3D_RS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
4665 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
4666 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
4667 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
4668 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
4669 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
4670 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
4671 { STATE_RENDER(WINED3D_RS_DEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
4672 { STATE_RENDER(WINED3D_RS_ZVISIBLE), { STATE_RENDER(WINED3D_RS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
4673 /* Samplers */
4674 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
4675 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
4676 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
4677 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
4678 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
4679 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
4680 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
4681 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
4682 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
4683 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
4684 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
4685 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
4686 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
4687 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
4688 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
4689 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
4690 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
4691 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
4692 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
4693 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
4694 { STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
4695 { STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
4696 { STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE },
4697 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), context_state_drawbuf},WINED3D_GL_EXT_NONE },
4698 { STATE_SHADER(WINED3D_SHADER_TYPE_HULL), { STATE_SHADER(WINED3D_SHADER_TYPE_HULL), state_shader }, WINED3D_GL_EXT_NONE },
4699 { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN), { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN), state_shader }, WINED3D_GL_EXT_NONE },
4700 { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), state_shader }, WINED3D_GL_EXT_NONE },
4701 { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE), state_compute_shader}, WINED3D_GL_EXT_NONE },
4702 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
4705 static const struct wined3d_state_entry_template vp_ffp_states[] =
4707 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
4708 { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
4709 { STATE_MATERIAL, { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
4710 { STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
4711 /* Clip planes */
4712 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
4713 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
4714 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
4715 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
4716 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
4717 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
4718 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
4719 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
4720 /* Lights */
4721 { STATE_LIGHT_TYPE, { STATE_LIGHT_TYPE, state_nop }, WINED3D_GL_EXT_NONE },
4722 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
4723 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
4724 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
4725 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
4726 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
4727 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
4728 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
4729 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
4730 /* Viewport */
4731 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
4732 /* Transform states follow */
4733 { STATE_TRANSFORM(WINED3D_TS_VIEW), { STATE_TRANSFORM(WINED3D_TS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
4734 { STATE_TRANSFORM(WINED3D_TS_PROJECTION), { STATE_TRANSFORM(WINED3D_TS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
4735 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4736 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4737 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4738 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4739 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4740 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4741 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4742 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4743 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
4744 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
4745 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
4746 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
4747 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
4748 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
4749 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
4750 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
4751 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
4752 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
4753 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
4754 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
4755 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
4756 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
4757 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
4758 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
4759 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
4760 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
4761 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
4762 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
4763 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
4764 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
4765 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
4766 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
4767 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
4768 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
4769 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
4770 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
4771 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
4772 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
4773 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
4774 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
4775 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
4776 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
4777 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
4778 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
4779 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
4780 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
4781 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
4782 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
4783 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
4784 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
4785 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
4786 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
4787 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
4788 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
4789 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
4790 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
4791 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
4792 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
4793 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
4794 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
4795 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
4796 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
4797 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
4798 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
4799 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
4800 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
4801 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
4802 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
4803 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
4804 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
4805 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
4806 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
4807 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
4808 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
4809 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
4810 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
4811 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
4812 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
4813 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
4814 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
4815 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
4816 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
4817 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
4818 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
4819 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
4820 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
4821 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
4822 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
4823 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
4824 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
4825 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
4826 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
4827 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
4828 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
4829 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
4830 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
4831 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
4832 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
4833 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
4834 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
4835 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
4836 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
4837 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
4838 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
4839 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
4840 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
4841 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
4842 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
4843 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
4844 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
4845 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
4846 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
4847 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
4848 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
4849 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
4850 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
4851 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
4852 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
4853 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
4854 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
4855 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
4856 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
4857 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
4858 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
4859 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
4860 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
4861 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
4862 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
4863 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
4864 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
4865 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
4866 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
4867 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
4868 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
4869 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
4870 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
4871 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
4872 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
4873 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
4874 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
4875 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
4876 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
4877 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
4878 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
4879 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
4880 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
4881 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
4882 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
4883 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
4884 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
4885 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
4886 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
4887 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
4888 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
4889 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
4890 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
4891 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
4892 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
4893 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
4894 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
4895 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
4896 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
4897 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
4898 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
4899 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
4900 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
4901 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
4902 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
4903 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
4904 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
4905 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
4906 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
4907 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
4908 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
4909 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
4910 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
4911 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
4912 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
4913 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
4914 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
4915 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
4916 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
4917 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
4918 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
4919 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
4920 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
4921 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
4922 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
4923 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
4924 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
4925 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
4926 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
4927 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
4928 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
4929 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
4930 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
4931 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
4932 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
4933 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
4934 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
4935 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
4936 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
4937 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
4938 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
4939 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
4940 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
4941 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
4942 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
4943 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
4944 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
4945 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
4946 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
4947 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
4948 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
4949 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
4950 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
4951 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
4952 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
4953 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
4954 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
4955 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
4956 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
4957 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
4958 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
4959 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
4960 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
4961 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
4962 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
4963 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
4964 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
4965 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
4966 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
4967 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
4968 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
4969 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
4970 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
4971 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
4972 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
4973 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
4974 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
4975 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
4976 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
4977 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
4978 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
4979 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
4980 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
4981 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
4982 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
4983 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
4984 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
4985 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
4986 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
4987 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
4988 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
4989 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
4990 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
4991 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
4992 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
4993 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
4994 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
4995 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
4996 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
4997 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
4998 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
4999 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5000 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5001 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5002 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5003 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5004 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5005 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5006 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5007 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5008 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5009 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5010 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5011 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5012 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5013 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5014 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5015 /* Fog */
5016 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5017 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5018 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5019 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5020 { STATE_RENDER(WINED3D_RS_CLIPPING), { STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5021 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), { STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5022 { STATE_RENDER(WINED3D_RS_LIGHTING), { STATE_RENDER(WINED3D_RS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5023 { STATE_RENDER(WINED3D_RS_AMBIENT), { STATE_RENDER(WINED3D_RS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5024 { STATE_RENDER(WINED3D_RS_COLORVERTEX), { STATE_RENDER(WINED3D_RS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5025 { STATE_RENDER(WINED3D_RS_LOCALVIEWER), { STATE_RENDER(WINED3D_RS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5026 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5027 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5028 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5029 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5030 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5031 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5032 { STATE_RENDER(WINED3D_RS_POINTSIZE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5033 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5034 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5035 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5036 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5037 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5038 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5039 { STATE_RENDER(WINED3D_RS_POINTSCALE_A), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5040 { STATE_RENDER(WINED3D_RS_POINTSCALE_B), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5041 { STATE_RENDER(WINED3D_RS_POINTSCALE_C), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5042 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5043 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5044 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5045 { STATE_RENDER(WINED3D_RS_TWEENFACTOR), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5046 { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5048 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5049 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5050 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5052 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5053 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5054 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5055 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5056 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5057 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5058 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5059 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5060 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5061 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5062 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5063 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5064 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5065 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5066 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5067 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5068 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5069 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5070 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5071 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5072 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5073 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5074 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5075 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5076 { STATE_POINT_ENABLE, { STATE_POINT_ENABLE, state_nop }, WINED3D_GL_EXT_NONE },
5077 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5080 static const struct wined3d_state_entry_template ffp_fragmentstate_template[] = {
5081 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5082 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5083 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5084 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5085 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5086 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5087 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5088 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5089 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5090 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5091 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5092 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5093 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5094 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5095 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5096 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5097 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5098 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5099 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5100 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5101 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5102 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5103 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5104 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5105 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5106 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5107 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5108 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5109 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5110 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5111 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5112 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5113 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5114 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5115 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5116 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5117 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5118 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5119 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5120 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5121 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5122 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5123 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5124 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5125 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5126 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5127 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5128 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5129 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5130 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5131 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5132 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5133 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5134 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5135 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5136 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5137 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5138 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5139 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5140 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5141 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5142 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5143 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5144 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5145 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5146 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5147 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5148 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5149 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5150 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5151 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5152 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5153 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5154 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5155 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5156 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5157 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5158 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5159 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5160 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5161 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), apply_pixelshader }, WINED3D_GL_EXT_NONE },
5162 { STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5163 { STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5164 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha_test }, WINED3D_GL_EXT_NONE },
5165 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5166 { STATE_COLOR_KEY, { STATE_COLOR_KEY, state_nop }, WINED3D_GL_EXT_NONE },
5167 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
5168 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5169 { STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5170 { STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5171 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5172 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5173 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5174 { STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5175 { STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5176 { STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
5177 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5178 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5179 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5180 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5181 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5182 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5183 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5184 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5185 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5188 /* Context activation is done by the caller. */
5189 static void ffp_pipe_enable(const struct wined3d_context *context, BOOL enable) {}
5191 static void *ffp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5193 return shader_priv;
5196 static void ffp_free(struct wined3d_device *device, struct wined3d_context *context) {}
5198 static void vp_ffp_get_caps(const struct wined3d_adapter *adapter, struct wined3d_vertex_caps *caps)
5200 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5202 caps->xyzrhw = FALSE;
5203 caps->ffp_generic_attributes = FALSE;
5204 caps->max_active_lights = gl_info->limits.lights;
5205 caps->max_vertex_blend_matrices = 1;
5206 caps->max_vertex_blend_matrix_index = 0;
5207 caps->vertex_processing_caps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS
5208 | WINED3DVTXPCAPS_MATERIALSOURCE7
5209 | WINED3DVTXPCAPS_POSITIONALLIGHTS
5210 | WINED3DVTXPCAPS_LOCALVIEWER
5211 | WINED3DVTXPCAPS_VERTEXFOG
5212 | WINED3DVTXPCAPS_TEXGEN
5213 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP;
5214 caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
5215 caps->max_user_clip_planes = gl_info->limits.user_clip_distances;
5216 caps->raster_caps = 0;
5217 if (gl_info->supported[NV_FOG_DISTANCE])
5218 caps->raster_caps |= WINED3DPRASTERCAPS_FOGRANGE;
5221 static DWORD vp_ffp_get_emul_mask(const struct wined3d_gl_info *gl_info)
5223 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5226 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe =
5228 ffp_pipe_enable,
5229 vp_ffp_get_caps,
5230 vp_ffp_get_emul_mask,
5231 ffp_alloc,
5232 ffp_free,
5233 vp_ffp_states,
5236 static void ffp_fragment_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
5238 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5240 caps->wined3d_caps = 0;
5241 caps->PrimitiveMiscCaps = 0;
5242 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
5243 | WINED3DTEXOPCAPS_ADDSIGNED
5244 | WINED3DTEXOPCAPS_ADDSIGNED2X
5245 | WINED3DTEXOPCAPS_MODULATE
5246 | WINED3DTEXOPCAPS_MODULATE2X
5247 | WINED3DTEXOPCAPS_MODULATE4X
5248 | WINED3DTEXOPCAPS_SELECTARG1
5249 | WINED3DTEXOPCAPS_SELECTARG2
5250 | WINED3DTEXOPCAPS_DISABLE;
5252 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5253 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5254 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5256 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5257 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5258 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5259 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5260 | WINED3DTEXOPCAPS_LERP
5261 | WINED3DTEXOPCAPS_SUBTRACT;
5263 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5264 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5266 caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
5267 | WINED3DTEXOPCAPS_MULTIPLYADD
5268 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5269 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5270 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5272 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5273 caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5275 caps->MaxTextureBlendStages = gl_info->limits.textures;
5276 caps->MaxSimultaneousTextures = gl_info->limits.textures;
5279 static DWORD ffp_fragment_get_emul_mask(const struct wined3d_gl_info *gl_info)
5281 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5284 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5286 /* We only support identity conversions. */
5287 return is_identity_fixup(fixup);
5290 static BOOL ffp_none_context_alloc(struct wined3d_context *context)
5292 return TRUE;
5295 static void ffp_none_context_free(struct wined3d_context *context)
5299 const struct wined3d_fragment_pipe_ops ffp_fragment_pipeline =
5301 ffp_pipe_enable,
5302 ffp_fragment_get_caps,
5303 ffp_fragment_get_emul_mask,
5304 ffp_alloc,
5305 ffp_free,
5306 ffp_none_context_alloc,
5307 ffp_none_context_free,
5308 ffp_color_fixup_supported,
5309 ffp_fragmentstate_template,
5312 static void none_pipe_enable(const struct wined3d_context *context, BOOL enable) {}
5314 static void *none_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5316 return shader_priv;
5319 static void none_free(struct wined3d_device *device, struct wined3d_context *context) {}
5321 static void vp_none_get_caps(const struct wined3d_adapter *adapter, struct wined3d_vertex_caps *caps)
5323 memset(caps, 0, sizeof(*caps));
5326 static DWORD vp_none_get_emul_mask(const struct wined3d_gl_info *gl_info)
5328 return 0;
5331 const struct wined3d_vertex_pipe_ops none_vertex_pipe =
5333 none_pipe_enable,
5334 vp_none_get_caps,
5335 vp_none_get_emul_mask,
5336 none_alloc,
5337 none_free,
5338 NULL,
5341 static void fp_none_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
5343 memset(caps, 0, sizeof(*caps));
5346 static DWORD fp_none_get_emul_mask(const struct wined3d_gl_info *gl_info)
5348 return 0;
5351 static BOOL fp_none_color_fixup_supported(struct color_fixup_desc fixup)
5353 return is_identity_fixup(fixup);
5356 const struct wined3d_fragment_pipe_ops none_fragment_pipe =
5358 none_pipe_enable,
5359 fp_none_get_caps,
5360 fp_none_get_emul_mask,
5361 none_alloc,
5362 none_free,
5363 ffp_none_context_alloc,
5364 ffp_none_context_free,
5365 fp_none_color_fixup_supported,
5366 NULL,
5369 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5371 unsigned int i;
5372 for(i = 0; funcs[i]; i++);
5373 return i;
5376 static void multistate_apply_2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5378 context->device->multistate_funcs[state_id][0](context, state, state_id);
5379 context->device->multistate_funcs[state_id][1](context, state, state_id);
5382 static void multistate_apply_3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5384 context->device->multistate_funcs[state_id][0](context, state, state_id);
5385 context->device->multistate_funcs[state_id][1](context, state, state_id);
5386 context->device->multistate_funcs[state_id][2](context, state, state_id);
5389 static void prune_invalid_states(struct wined3d_state_entry *state_table, const struct wined3d_d3d_info *d3d_info)
5391 unsigned int start, last, i;
5393 start = STATE_TEXTURESTAGE(d3d_info->limits.ffp_blend_stages, 0);
5394 last = STATE_TEXTURESTAGE(WINED3D_MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5395 for (i = start; i <= last; ++i)
5397 state_table[i].representative = 0;
5398 state_table[i].apply = state_undefined;
5401 start = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + d3d_info->limits.ffp_blend_stages);
5402 last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + WINED3D_MAX_TEXTURES - 1);
5403 for (i = start; i <= last; ++i)
5405 state_table[i].representative = 0;
5406 state_table[i].apply = state_undefined;
5409 start = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(d3d_info->limits.ffp_vertex_blend_matrices));
5410 last = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5411 for (i = start; i <= last; ++i)
5413 state_table[i].representative = 0;
5414 state_table[i].apply = state_undefined;
5418 static void validate_state_table(struct wined3d_state_entry *state_table)
5420 static const struct
5422 DWORD first;
5423 DWORD last;
5425 rs_holes[] =
5427 { 1, 1},
5428 { 3, 3},
5429 { 17, 18},
5430 { 21, 21},
5431 { 42, 45},
5432 { 47, 47},
5433 { 61, 127},
5434 {149, 150},
5435 {169, 169},
5436 {177, 177},
5437 {193, 193},
5438 {196, 197},
5439 { 0, 0},
5441 static const DWORD simple_states[] =
5443 STATE_MATERIAL,
5444 STATE_VDECL,
5445 STATE_STREAMSRC,
5446 STATE_INDEXBUFFER,
5447 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),
5448 STATE_SHADER(WINED3D_SHADER_TYPE_HULL),
5449 STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN),
5450 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY),
5451 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),
5452 STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE),
5453 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX),
5454 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL),
5455 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN),
5456 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),
5457 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL),
5458 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE),
5459 STATE_COMPUTE_SHADER_RESOURCE_BINDING,
5460 STATE_GRAPHICS_SHADER_RESOURCE_BINDING,
5461 STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING,
5462 STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING,
5463 STATE_VIEWPORT,
5464 STATE_LIGHT_TYPE,
5465 STATE_SCISSORRECT,
5466 STATE_RASTERIZER,
5467 STATE_POINTSPRITECOORDORIGIN,
5468 STATE_BASEVERTEXINDEX,
5469 STATE_FRAMEBUFFER,
5470 STATE_POINT_ENABLE,
5471 STATE_COLOR_KEY,
5472 STATE_BLEND,
5473 STATE_BLEND_FACTOR,
5475 unsigned int i, current;
5477 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5479 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5481 if (!state_table[i].representative)
5482 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5484 else if (state_table[i].representative)
5485 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5487 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5490 for (i = 0; i < ARRAY_SIZE(simple_states); ++i)
5492 if (!state_table[simple_states[i]].representative)
5493 ERR("State %s (%#x) should have a representative.\n",
5494 debug_d3dstate(simple_states[i]), simple_states[i]);
5497 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5499 DWORD rep = state_table[i].representative;
5500 if (rep)
5502 if (state_table[rep].representative != rep)
5504 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5505 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5506 state_table[i].representative = 0;
5509 if (rep != i)
5511 if (state_table[i].apply)
5512 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5514 else if (!state_table[i].apply)
5516 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5522 HRESULT compile_state_table(struct wined3d_state_entry *state_table, APPLYSTATEFUNC **dev_multistate_funcs,
5523 const struct wined3d_d3d_info *d3d_info, const BOOL *supported_extensions,
5524 const struct wined3d_vertex_pipe_ops *vertex, const struct wined3d_fragment_pipe_ops *fragment,
5525 const struct wined3d_state_entry_template *misc)
5527 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5528 const struct wined3d_state_entry_template *cur;
5529 unsigned int i, type, handlers;
5530 BOOL set[STATE_HIGHEST + 1];
5532 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5534 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5536 state_table[i].representative = 0;
5537 state_table[i].apply = state_undefined;
5540 for (type = 0; type < 3; ++type)
5542 /* This switch decides the order in which the states are applied */
5543 switch (type)
5545 case 0: cur = misc; break;
5546 case 1: cur = fragment->states; break;
5547 case 2: cur = vertex->vp_states; break;
5548 default: cur = NULL; /* Stupid compiler */
5550 if (!cur) continue;
5552 /* GL extension filtering should not prevent multiple handlers being applied from different
5553 * pipeline parts
5555 memset(set, 0, sizeof(set));
5557 for (i = 0; cur[i].state; ++i)
5559 APPLYSTATEFUNC *funcs_array;
5561 /* Only use the first matching state with the available extension from one template.
5562 * e.g.
5563 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5564 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5566 * if GL_XYZ_fancy is supported, ignore the 2nd line
5568 if (set[cur[i].state]) continue;
5569 /* Skip state lines depending on unsupported extensions */
5570 if (!supported_extensions[cur[i].extension]) continue;
5571 set[cur[i].state] = TRUE;
5572 /* In some cases having an extension means that nothing has to be
5573 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5574 * supported, the texture coordinate fixup can be ignored. If the
5575 * apply function is used, mark the state set(done above) to prevent
5576 * applying later lines, but do not record anything in the state
5577 * table
5579 if (!cur[i].content.representative) continue;
5581 handlers = num_handlers(multistate_funcs[cur[i].state]);
5582 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5583 switch (handlers)
5585 case 0:
5586 state_table[cur[i].state].apply = cur[i].content.apply;
5587 break;
5588 case 1:
5589 state_table[cur[i].state].apply = multistate_apply_2;
5590 if (!(dev_multistate_funcs[cur[i].state] = heap_calloc(2, sizeof(**dev_multistate_funcs))))
5591 goto out_of_mem;
5593 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5594 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5595 break;
5596 case 2:
5597 state_table[cur[i].state].apply = multistate_apply_3;
5598 if (!(funcs_array = heap_realloc(dev_multistate_funcs[cur[i].state],
5599 sizeof(**dev_multistate_funcs) * 3)))
5600 goto out_of_mem;
5602 dev_multistate_funcs[cur[i].state] = funcs_array;
5603 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5604 break;
5605 default:
5606 ERR("Unexpected amount of state handlers for state %u: %u.\n",
5607 cur[i].state, handlers + 1);
5610 if (state_table[cur[i].state].representative
5611 && state_table[cur[i].state].representative != cur[i].content.representative)
5613 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
5614 debug_d3dstate(cur[i].state), cur[i].state);
5616 state_table[cur[i].state].representative = cur[i].content.representative;
5620 prune_invalid_states(state_table, d3d_info);
5621 validate_state_table(state_table);
5623 return WINED3D_OK;
5625 out_of_mem:
5626 for (i = 0; i <= STATE_HIGHEST; ++i)
5628 heap_free(dev_multistate_funcs[i]);
5631 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1) * sizeof(*dev_multistate_funcs));
5633 return E_OUTOFMEMORY;